
Your dash is your only attack — and it only comes back when you kill something.
A cyberpunk speedrunning platformer built on one refundable dash. Wall-kick, chain and strike through ten handmade courses in thirty-second runs, then race any rival's ghost off the leaderboard.
No second chances.
The whole move set fits on one hand: run, jump, eight-way dash, wall kick. No combo tree, nothing to unlock, no upgrades. The depth is entirely in how four moves combine at speed.
The dash is your fastest movement, your only attack, and a limited resource. You get one in the air, and waiting doesn't give it back. Killing does. Land a dash strike and the dash refunds instantly — which turns a line of enemies into a ladder, a chain, a way across a gap with no floor under it.
Enemies aren't rooms to clear.
They're geometry. Blockers sit on the fast line. Ranged units make you commit early. Armoured anchors wait under a ceiling too low to jump, and only open to an area burst. Every one of them is placed as part of the racing line, not next to it.
Ten courses, ten different ideas.
Each course is built around something the last one didn't do: a wall-kick gauntlet you cross without touching the ground, a course that descends instead of climbing, one played almost entirely in the air, one that's pure reaction timing.
Courses
Ten fixed tracks, rated one to three stars. Marker splits show you exactly where the time went.
Survival
An endless randomised chain drawn from forty hand-built sections, and the whole world runs faster the longer you last. Ranked on how far you get.
Marathon 1–10
All ten courses back to back in one unbroken run. A halfway checkpoint catches you. The clock does not forgive you for needing it.

Everyone else is already on it.
Every finish uploads the moment you cross the line. Each course, Survival and Marathon carry their own Steam leaderboard, and one aggregate season ranking scores your standing across all of them — recalculated once a day, so a rival taking a single course off you costs you season position overnight.
Pull any entry off a leaderboard and race that player's actual recorded run, or watch it play out with the skin and trail they had equipped when they set it. Beat your own ghost first. Then go and find someone worth chasing.
In motion.

Land the strike and the dash comes straight back — the only way to get it in mid-air.

Course 6 climbs a chimney you cross without ever touching the ground.

Ten courses, star-rated, with a global board on each — and any entry can be raced as a ghost.

One course is played almost entirely off the ground, with no floor to fall back to.

An endless randomised chain that speeds the whole world up the longer you last.

A course that descends instead of climbing. One wrong touch ends the run.
