How to Play

How to play

The whole game is three swipes and four taps. What takes practice is knowing which hazard you can jump and which one you have to steer around — so this page tells you exactly, with the same numbers the game runs on.

The short version

Four rules that keep you alive

Jump the low stuff

Hedges, stone cairns and bush walls all sit around knee height and all answer to the same swipe up. Your jump peaks at 0.98 m against a 0.48 m hit band, so a clean jump clears them with room to spare — brushing the leaves with your toes is scored as a near miss, not a death.

Steer the tall stuff, early

When the forest closes a lane it puts a full-size tree in it, 2.05 m of green wall — over twice your jump. There is no over-the-top. Pick your lane while the wall is still far away; a swipe into a blocked lane simply bounces, and running head-on into the face is always fatal.

One mistake is free — the second is not

Clipping a hurdle is normally a stumble, not a death: it crushes flat, you lose feathers and stagger, and the monster roars in your ear. But take a second hurdle while it is still on your tail, or clip one with another close behind, and the run ends there.

Spend your tokens

A held token does nothing. The slots sit in the bottom corners and are the only part of the HUD that takes a tap — and because timers stack, using one early never wastes a later one.

Controls

Every gesture in the game

Three swipes, four taps. There is no slide and no down-swipe — the game registers exactly three swipe directions.

Steer

Swipe left / right

Move one lane across a three-lane track. It works mid-jump too — and steering out of a jump also brings you down fast, so a sideways swipe in the air is a dive as well as a dodge.

Jump

Swipe up

Your only answer to a hurdle. The arc peaks just under a metre and the whole hop lasts about seven-tenths of a second — enough to clear anything knee-high, never enough for a wall.

Look back

Double-tap anywhere

Flips between the chase camera and the view over your shoulder. It is the only way to see the monster, and your hen glances back while it is on. A hard cut on purpose — a sweeping orbit would drag the lens through the trees.

Wings

Tap your hen

Holds her wings open into a glide pose while she keeps running. Purely cosmetic, entirely worth it — and jumping overrides it with a panic flap anyway.

Roar

Tap the monster

Hit it anywhere on screen and it roars: the jaw snaps open, trembles through the hold, and closes exactly as the sound tails out. Free, and there is no reason not to.

Boost

Tap a skill slot

The two bottom corners hold your tokens, and they are the only part of the HUD that takes a tap. Tap again while a boost is running to stack another full duration onto the clock.

Hazards

What the forest throws at you

Flowered hedge

What it is

The teaching obstacle: a domed row of two-tone shrubs crowned with flowers, about 0.7 m of visual wall. The first one arrives at 100 m and the gaps tighten as the run goes on.

How to survive it

Jump. Your 0.98 m apex clears the 0.48 m hit band comfortably, and toe-brushing the leaves is deliberately scored as a near miss.

Stone barricade

What it is

A cairn wall of boulders with rubble at the skirt, composed fresh every time. It joins the pool after 120 m and takes about a third of all spawns.

How to survive it

Jump — the hitbox is identical to the hedge's. Only the art changes; inside the caves this is the only style you will meet.

Bush wall

What it is

Textured bushes packed shoulder to shoulder with low plants filling the skirt, so it reads as one solid green mass. It joins the pool after 90 m.

How to survive it

Jump. Three styles, one rule — the game varies the art, never the answer.

Narrows wall

What it is

The forest taking a lane back: a full-size tree standing in the lane with boulders at both faces and brush packed into every gap, 2.05 m tall. Past 420 m two lanes can close at once.

How to survive it

Steer, and steer early. Height is ignored here, so there is no jumping it. A swipe into a lane that is about to close simply bounces — but a head-on hit on the wall face is always fatal.

The lunge

What it is

Clip a hurdle and you normally stumble rather than die — feathers fly, the world staggers, and the monster roars on your shoulder as it closes the gap.

How to survive it

Survive the next ten seconds cleanly. A second hurdle while it is still prowling ends the run, and so does clipping one with another right behind it.

The dark

What it is

The caves are not a hazard in themselves — they are a change of rules. Sunlight drops away, the fog pulls in tight, and obstacles emerge from the dark far later than they do in daylight.

How to survive it

Nothing new to learn. The same jump answers a stone barricade and the same early lane pick answers a colonnade — just expect much less warning.

Pickups

What to grab, and why

Coin

The common one, roughly ten for every egg. Coins lay themselves in ground lines and in arcs over jumpable hurdles, they bank into a lifetime balance at the end of the run, and they buy both new hens and extra continues.

Egg

The rare one, seeded into the middle of a coin trail. Cracking it splits the shell along a real crack line, throws a column of light, and pays out exactly one reward: 30% of the time raw XP, otherwise one of the five power-up tokens.

Green XP token

A visible green medallion woven into a trail about every 250 m. It is not a consumable — grabbing it banks 2 XP immediately, or 4 while EXP Increase is running.

Power-ups

The five tokens

All five drop from eggs. Tap the slot to spend one; tap again while it is running to stack another full duration onto the clock.

EXP Increase

EXP Increase

20 seconds

Doubles every point of XP you earn — distance, kilometre bonuses, eggs and green tokens alike.

18% of eggs

Speed Boost

Speed Boost

15 seconds

Winds the whole world up to 1.6× speed. More ground per second, and far less time to read what is coming.

18% of eggs

Rocket Flight

Rocket Flight

10 seconds

Rockets ignite on your wings and you leave the ground entirely — invincible, above every hurdle and wall, with pickups rising to meet you.

12% of eggs

Triple Boost

Triple Boost

20 seconds

Triples how often the road lays out pickups. Same coin trails and eggs, three times as thick on the ground.

11% of eggs

Immortality

Immortality

10 seconds

You turn to a translucent ghost and keep running on the ground — hurdles and walls simply stop mattering for ten seconds.

11% of eggs

Levels & records

How you grow

Experience comes from four places at once, and EXP Increase doubles all of them. Levels are deliberately expensive early: 50 XP to leave level 1, then double the previous requirement every level up to 25, after which the curve settles into a gentler climb that never stops.

  • 1–5 XP every 200 m, plus 10–20 XP on every kilometre
  • 30% of eggs pay 1–5 XP; the rest pay a token instead
  • One green token per ~250 m section, worth 2 XP
  • XP only accrues while you are actually running
Levelling up mid-run, with confetti
Continues

You get ten chances

When you go down, the card offers two ways back onto the track. Watch a rewarded ad and continue for free, or pay coins and skip it — 1,000 for the first continue, doubling for each one after. Either way you come back with a short shield, and if you died standing in a blocked lane the game slides you to an open one first.

  • Up to 10 continues in a single run
  • Coin cost doubles: 1,000 → 2,000 → 4,000 …
  • Coins bank only once, so a revived run can never double-count
The end-of-run card after a new best
Going further

Five things good runners do

Read the silhouette, not the colour. Knee-high means jump; head-high means steer. That one distinction is the whole survival game.

Follow the coins. Arcs are built around the hurdle you are about to jump, so the line with the most gold is usually the line that clears.

Play the ten seconds after a stumble like they matter, because they do — that is the window where a second hit ends the run.

Save Rocket Flight for a bad stretch. Ten seconds of flight ignores hurdles, walls and everything else on the ground.

Flip the camera on a calm straight. It is the only way to see your monster, and the only place to admire the treasure once you are in the caves.

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 Meet the flock