Characters

Characters & places

Seven hens you can run as, two monsters that can chase you, and every place a run passes through. The birds are real breeds, modelled from reference and tuned so each one genuinely feels different under your thumb.

The flock

Skins are not recolours. Every bird carries its own model, its own silhouette and its own feel — height, running cadence and how hard she throws herself into a lane change.

Classic Hen

Classic Hen

FREE

The bird everyone starts with, and the one the whole roster is measured against. She runs at the authored 24 fps with a perfectly neutral lane-change lean — nothing about her is exaggerated, which is exactly what makes every other breed feel like a decision.

Height Standard
Pace Brisk
Agility Balanced
1.15 m tall 24 fps gait
Snowball

Snowball

100,000 coins

The cover star, with her own plump model to prove it and a graded cream, crimson and gold coat. She is the biggest bird in the game, the fastest-strutting, and she throws herself into a lane change harder than anyone. She is also the only hen that sheds feather puffs as she runs.

Height Tallest
Pace Blazing
Agility Dramatic
1.42 m tall 27 fps gait Feather trail
Leghorn

Leghorn

100,000 coins

The White Leghorn, modelled from reference photographs onto her own sleek build — narrower and taller-carried, deliberately the opposite of Snowball. Pure white over a scarlet comb and yellow legs. A light, flighty egg breed: the smallest on the roster, quick-stepping and genuinely agile.

Height Compact
Pace Quick
Agility Agile
1.12 m tall 26 fps gait
Rhode Island Red

Rhode Island Red

IN-APP PURCHASE

A deep, broad, rectangular bird built off the breed standard — a heavy dual-purpose hen at around 2.9 kg against the Leghorn's 2 kg — with her own model to carry that bulk and a coat graded deep mahogany over a scarlet comb. Sturdy and grounded, with a steadier gait than the flighty egg breeds.

Height Tall
Pace Measured
Agility Sure-footed
1.2 m tall 22 fps gait
Australorp

Australorp

100,000 coins

Glossy jet black with the breed's signature beetle-green sheen, on slate legs. The iridescence lives in the highlights only — which is physically what a beetle-green sheen actually is — so she reads as lustre rather than paint. A sleek, confident layer with a touch more lean than the Classic Hen.

Height Standard
Pace Brisk
Agility Nimble
1.16 m tall 24 fps gait
Buff Orpington

Buff Orpington

100,000 coins

The fluffiest, deepest-bodied soft-feather breed in the flock, in a warm golden buff with no pattern at all. She is the one heritage bird with a feathered face, so the buff runs right up to the comb over pale pinkish shanks. Plush and placid — the calmest gait in the game.

Height Tall
Pace Steady
Agility Placid
1.22 m tall 21 fps gait
Cornish

Cornish

100,000 coins

The broad, low-slung, heavily muscled meat breed — the widest silhouette of the entire cast, wide-set over bright yellow shanks. Her plumage is plain white on purpose: with a build like that, the silhouette does the identifying. Powerful and grounded, and the least flighty runner in the game.

Height Compact
Pace Measured
Agility Grounded
1.14 m tall 22 fps gait
More hatching soon New birds are in the incubator.

Prices shown in the App Store at purchase time.

The chasers

Both monsters are free and both are unlocked from the start. Whichever you select is the one that spends the whole run behind you.

Dinosaur

Dinosaur

FREE

The default pursuer: a cartoon T-rex at true 5.1-metre scale thundering after a knee-high hen — the size gap is the whole joke. He holds the centre lane and shoulders into an open one when the forest closes in, flattens every hurdle you clear, blinks between strides, and roars through a real hinged jaw that opens on a sculpted red mouth and a lolling tongue.

  • 5.1 m tall, running a 24-frame cycle at 22 fps
  • Rides a fixed 8.9 m behind you — flip the camera to see him
  • His roar runs a full 3 seconds, jaw tremble and all
  • Tap him mid-run and he will roar on command
5.1 m tall 22 fps gait
Ostrich

Ostrich

FREE

A real, big, fast bird brought in to answer the cartoon T-rex. At 3.5 m he is deliberately kept shorter, so he still hides behind the chase camera — but his gait is the quick, light cadence of a bird rather than the heavy stride of a lizard, and his voice is a sharp one-second screech instead of a three-second bellow.

  • 3.5 m tall, with a quicker 18 fps stride
  • A one-second screech instead of a long roar
  • Same weave, same stomp, same lunge — a swap of feel, not rules
  • Free, unlocked, and selectable from the first run
3.5 m tall 18 fps gait
More hatching soon New birds are in the incubator.

Where a run takes you

From the farmyard gate to five kilometres of temple bore, in the order you meet them.

The home farm

Before the run: a brown hen foraging a working farm that stretches away past three buildings, a crop field and a fogged tree line. She scratches a patch of soil open, eats the grain she turns up, and moves on — the food only exists where she has worked for it. Tap the music button and she turns side-on and dances.

  • A real forage loop: dig, look, peck, move on
  • Grain only appears where she has scratched
  • The music button sets her dancing to the beat

Classic woods

The forest you start in and keep coming back to — well-spaced trunk trios and lone trees with grass, red flowers, big leaves and fern sprouts between them. Calm enough to read a hurdle from a long way off, dressed enough that it never feels like a corridor.

  • The most common theme in the rotation
  • Trees 9–12 m tall, spaced 8–11 m apart
  • Always the theme for the first stretch of a run

Flower glade

The tree line opens up and the floor turns into a carpet of red blooms — tall flowers, flower bushes, meadow grass and real tulip beds crowding the shoulder, packed almost twice as densely as anywhere else. The sky comes in. It is the brightest stretch of any run.

  • Trees deliberately thinned to 13–18 m apart
  • The densest undergrowth of any theme
  • No big rocks at all — nothing heavy is allowed in

Dense thicket

Jungle-thick. The trunks close to a near-wall and the tallest trees in the rotation lean over the trail while big leaves and ferns crowd the undergrowth. The canopy overhangs high above jump height on purpose, so the track reads as a green tunnel you are sprinting down.

  • The tightest tree spacing in the game: 5.5–7.5 m
  • The tallest near line, at 10–13 m
  • Sparse accents — the trunks already carry the frame

Rocky grove

Mossy boulder country. The undergrowth thins to grass and ferns and the big stones take over — spires and clusters standing between the tree lines, with autumn bushes on the shoulder. This is where stone hurdles stop looking like an intrusion and start looking like the local geology.

  • Two to three big rocks a side — triple any other theme
  • Spires 1.1–1.5 m, boulders and clusters 2.4–3.4 m
  • The sparsest undergrowth in the rotation

Sprout meadow

A soft, pale stretch — curled shoots, buds, fine grass and lotus pairs low to the ground, with the tree line pulled back and the light coming through. The visual breath between the thicket and the glade: almost nothing stands above knee height except the trees.

  • Very dense but very low undergrowth, every 1.8–3.2 m
  • Trees pulled back to 10–14 m spacing
  • Flower beds every 7–11 m

Relic grove

Classic woods with something old in them. Somewhere along the shoulder stands a mossy stone jar or a weathered stone lantern — a landmark you might pass once in a long run, and the only sign in the whole forest that anyone was here before the caves.

  • The rarest theme: relics are kept far apart on purpose
  • Exactly one relic per stretch, right at the trail shoulder
  • A stone jar or a stone lantern, never both

The narrows

Stretches where the forest reclaims the trail. A full-size tree stands in the lane itself, boulders mark both faces and brush packs every gap at chicken height — a 2-metre green wall you cannot jump, only steer around. Late in a run two lanes can close at once and the track becomes a single thread.

  • The first one arrives at 170 m, after hurdles have taught you to jump
  • Walls stand 2.05 m — over twice your jump apex
  • At least one lane is always open. Always.

Mountain temple caves

Every ten kilometres the run goes straight through a mountain: a torn stone arch, then five kilometres of torch-lit temple bore. Square-hewn pillar pairs march down both sides, stone lintels rest on every second pair, and warm firelight pools on a rock floor. Daylight drains away over the last fifty metres of the approach and floods back at the far end.

  • First cave at 10 km, then one every 10 km
  • Torch bays every 12.5 m, each pair sharing one warm light
  • Inside, every hurdle is stone and every narrows is a colonnade

The cave hoard

The dead ground beside the lanes is stacked like a temple storeroom. Dunes of gold coins, open chests, tipped urns pouring a spill toward you, glowing gem veins, iron braziers of live coals, snapped columns — and behind them, rows of real fired-clay pottery lining the wall. Once in a while a marble serpent rears on a stepped pedestal and turns its head to watch you go by.

  • Nine kinds of treasure, weighted so gold leads and statues punctuate
  • Around forty clay vessels a side every 25 m of tunnel
  • Every spill is built facing you — the camera only ever sees one side

Your hen is waiting at the gate

Free to play, no account, no forced sign-in. Learn the swipes in a minute and spend the rest of the week chasing your own record.

On the App StoreComing soon How to play