Starting a run
#Every run starts in the lobby. For solo, co-op and custom the player creates a room or joins someone else's. One player in the room at the start makes it solo, a team makes it co-op.
The ranked run starts on its own, from the ranked card in the lobby.
There is no finish: a run goes on while the player is alive, and the result is the height reached. Other runs can be watched right from the lobby.
Solo
#A plain climb alone. The level has no stretches that need a partner, and the co-op mechanics are off.
The profile and the leaderboard count solo apart from co-op. A caught Bugster follows the player and helps with its abilities, but earns no experience in solo.
Ranked run
#Solo too, but the level is shared by every player for the day. It changes once a day, so results can be compared on equal terms. The ranked run is harder than regular solo.
Runs per day are unlimited, but only the best result goes to the daily top. A ghost may run beside the player: their own best run that day. The ghost can be switched off.
The season rating adds up the best results of every day. So steady runs day after day can give more than one especially lucky attempt. The best players of finished seasons stay in the hall of fame on the leaderboard.
Co-op
#A climb as a team. The host creates a room, the others join through the lobby. While the team gathers, there is a chat and a team name to come up with. Once the climb starts, no one else can join.
The level has team stretches that cannot be climbed alone: they take a lift or a rope. How it all works is described in Controls and mechanics.
A player who is out can keep watching the teammates. The run ends when no one in the team is left alive.
The co-op leaderboard counts not only height but the team actions too: who caught, boosted, hung ropes and kicked how many times. The Bugster does not come along in co-op.
Custom
#A run by your own rules. Before the start the host picks the settings. Like a regular run, custom can be solo or a team climb: it all depends on how many players are in the room.
- Seed
- The code of the level. The same seed with the same settings builds the same level. A run can be replayed or its settings passed to another team.
- Difficulty
- "Normal" matches regular solo or co-op, "Ranked" makes the run harder, as in the ranked run.
- Pit speed
- From the regular speed to the ranked one.
- Biomes
- How much of each biome the level has. Any biome can be switched off entirely.
Worth knowing: ranked difficulty does not turn custom into a ranked run. There are no graves, no ghost and no daily top here. In solo custom the Bugster comes along, but earns no experience.
Modes compared
#| Solo | Ranked | Co-op | Custom | |
|---|---|---|---|---|
| Players | One | One | A team | One or a team |
| Level | Its own | Shared for the day | Its own | By seed |
| Team stretches | No | No | Yes | In co-op only |
| Leaderboard | Solo | Day and season | Co-op | None |
| Bugster | Yes | Yes, with experience | No | In solo only |
| Ghost | No | Yes | No | No |
| Graves and candles | No | Yes | No | No |