Gravity-assist runner
Blackhole Trek
One tap per black hole. Time it right and gravity throws you to the next one.
How to play ↓
Who you are
You fly the Skiff
A one-seat probe with no main engine. It moves by borrowing speed from black holes. You drop into orbit, wait for the right moment, and slingshot out along a straight line to the next one.
- Engine
- None
- Control
- One tap
- Safe orbit
- 3 rₛ
One crossing, from above
Orbit, line up, tap, fly
- 1
Orbit. You circle black hole A on your own. No input needed.
- 2
Line up. The gate on the next hole's orbit swings toward your heading. When the ring closes on it and says TAP, tap.
- 3
Fly. You slingshot along a straight line. Debris in the corridor can end the run.
- 4
Caught. Hitting the gate drops you straight into orbit around B. Repeat.
What you'll see in the game
Read the rings
Closing ring
The gate is coming toward your sightline. Get ready.
TAP
Locked on. Tap now. Dead centre scores a Perfect.
Blocked
A rock is in the way. Wait for it to clear, or let the gate loop.
Gold orb
A second target. Tap to fly through it for a power-up, then on to the gate.
Scoring
Closer to centre, more points
- Perfect
- 300 × loop
- Good
- 200 × loop
- Graze
- 100 × loop
Let the gate pass and it comes round again worth ×2, then ×3. Each loop drags you deeper toward the horizon. In the red zone you have one pass left.
Power-ups from orbs
One slot, used automatically
ShieldAbsorbs one rock hit or one mistimed tap.
Time dilationYour next window plays in slow motion.
Orbit anchorYour next orbit doesn't sink for two loops.
Runs
Every run has a seed
The seed sets the black holes, debris and orbs. It shows on the end screen, like K7Q2XM. Replay it to try the same run again, or send it to a friend and compare scores.