terrain streaming · generated live
← the lab

riz

can you escape the music.
a music track is the level — its waveform becomes a world that streams in ahead of you. fly it, grab the glowing balls, and don't touch the ground.

the flight above is generated live in your browser — a fresh random recipe every load. in the game, the track you pick takes its place.

the loop

pick your poison

a difficulty (easy … nightmare), a map (corridor or tunnel), and a track — any mp3 / ogg / wav in your music folder, or the bundled default.

the music builds the world

the track is decoded, split into frequency bands, and each band deforms the surface ahead of you. loud music pushes the walls in. silence is smooth. your song, your level.

fly

the craft holds a locked forward speed — the terrain streams in on the audio clock, so you just steer. pitch and yaw, that's all. stay inside the surface.

grab & survive

glowing score balls drift along the track. score = meters flown + balls collected. the track ends: level complete. you hit the surface: crashed.

two maps

corridor

a floor and a ceiling, 75 m apart. the left channel drives the floor's mountains, the right channel the ceiling's — each frequency band a spatial pattern, low bands rolling, high bands rippling. fly the gap.

tunnel

a tube that meanders — the axis twists in turns every 64 m, and each turn's tightness is set by the audio energy at its start. loud sections fold the tube into hairpins. the walls breathe with the bands.

five ways to die

the difficulty scales how hard the music deforms the surface — and how tight the flight margin is. either way, a level audit walks the whole track before you start and guarantees a flyable opening everywhere, so you die on your own, not on a broken level.

easy
normal
hard
expert
nightmare

score balls

orbs spawn by chance along the track. the lower the value, the closer to center and the roomier the pickup — the higher the value, the closer to the walls and the tighter the catch.

+1

blue · 0.5 m ball · 20 m pickup

+10

green · 1.5 m ball · 10 m pickup

+20

magenta · 0.5 m ball · 5 m pickup

controls

keyboard

  • WSpitch down / up
  • ADyaw left / right
  • ↵spaceconfirm
  • escback out

gamepad

full controller support — left stick to steer, A / B to pitch, and the standard confirm / back buttons. no keyboard required, ever.

there's also an auto pilot: an AI airplane that flies the level for you. watch it, or use it to scout a track before you do it yourself.

under the hood

engine
godot 4.7 · forward plus
game code
c++ gdextension (godot-cpp) + gdscript scenes
audio
in-process decode — minimp3 + stb_vorbis + riff wav, all formats to 16-bit pcm @ 44.1 khz
terrain clock
the sound hardware's own clock — terrain, music and craft share one playhead, down to output latency
built on
nixos, pinned flake devshell
releases
forgejo ci — a green master build exports and publishes the linux & windows zips

get it

source and changelog on the forge · v0.1.0