Back to the clouds

How to play

Roll, balance, finish.

The rules of SkyRoll: Edge as they work in the current development build. Everything here may change before release.

Two ways to roll

The game is played in landscape, with exactly two control modes.

  • Touch Drag is the default. Drag a finger anywhere on the screen to roll. The further you drag, the faster the ball goes.
  • Joystick is a fixed thumb stick in a lower corner of the screen. Push it further to roll faster. Choose the left side (the default) or the right side.

Switch modes in the main menu under Settings, in the Control Mode block. The same settings are available from the pause menu, and a change applies straight away, even in the middle of a level.

Touch Drag or Joystick: read more

Gameplay in the development build with Touch Drag: level name, timer and pause button above a blue track.
Editor capture Touch Drag, Level 4 · Gentle Corners
Gameplay in the development build with the on-screen joystick held down on the left side.
Editor capture Joystick on the left, Level 4 · Gentle Corners

What happens in a run

Each attempt starts with a 3-2-1-Go countdown. The on-screen display shows the level number and name, a timer, how you compare with your personal best, and the pause button.

Steer along the track, keep the ball from rolling off the open edges (there are no walls), and cross the finish gate. When you finish, the result screen shows your stars and time, with buttons to go home, retry or continue to the next level.

The game can show a ghost of your own best run. It is on by default, and there is a Ghost racer switch in Settings. The ghost is always your own run, never another player’s.

How stars work

Every level has two target times, par and gold. Your finish time decides the stars:

  • 3 stars at or under the gold time
  • 2 stars at or under the par time
  • 1 star for any other finish

For example, in Level 1, First Roll, par is 15 s and gold is 6 s. In Level 19, Garden Circuit, par is 45 s and gold is 20 s. A finished level is always worth at least one star.

A level never gives more than three stars, and a chapter of ten levels offers up to 30. The stars depend only on your finish time. Par and gold times for every level are in the level explorer.

Unlocking levels and chapters

Inside an open chapter, the first level is open, and each next level opens after you finish the one before it.

A new chapter opens when you have finished every level of the previous chapter and collected at least 20 of its 30 stars. Chapter 1 is open from the start. Purchases do not affect unlocking, and once a chapter is unlocked it stays unlocked.

The current development build has 14 playable chapters. Chapter 15, Sky Crown, is shown as “Coming soon” and cannot be opened.

Level picker in the development build showing Chapter 12, Toybox Metropolis, locked, with the message to finish 10 more levels in Chapter 11 and earn 20 more stars.
Editor capture The “Chapter 12 — Locked” panel in the level picker (new profile)

Falls and checkpoints

Roll off the track or drop below it and the attempt fails. Retry starts the level again from the beginning.

Levels have checkpoints. A checkpoint is the spot where you can continue after a fall by watching a rewarded ad (VIP members continue instantly), once per run, if you reached one and an ad is ready. A checkpoint does not save your progress inside the level.

Retrying costs 1 energy from level 6 on; levels 1 to 5 are always free. Energy, ads and VIP are still being set up and may change before release.

Pause menu

The pause button opens “Paused — Take a breather!” with four choices: Resume, Settings, Retry and Menu. Retry is also on the result screen.

The Paused menu with Resume, Settings, Retry and Menu buttons over a dimmed level, with the on-screen joystick visible at the lower left.
Editor capture The pause menu with the Joystick control mode active

Obstacles you will meet

New obstacle types arrive chapter by chapter. These are the ones implemented in the current development build:

Gameplay

Watch it roll

Three short runs from the current development build. Press play; nothing loads until you do.

Chapter 1, Level 10 “First Sky Milestone”. Recorded in the Unity Editor (scripted autopilot), development build. Not an iPhone recording and not a human playthrough.
Chapter 4, Level 31 “Crystal Descent”. Recorded in the Unity Editor (scripted autopilot), development build. Not an iPhone recording and not a human playthrough.
Chapter 7, Level 68 “Spinner Junction”. Recorded in the Unity Editor (scripted autopilot), development build. Not an iPhone recording and not a human playthrough.

Level data comes from the current development build and may change before release.

Coming to iPhone

SkyRoll: Edge is in development. There is no release date, App Store page or price yet. They will be published on this site when they are confirmed.