Besides the campaign, the main menu has two buttons: Daily and Endless. They score differently from the campaign and from each other, and both have rules that are easy to miss. This chapter covers each one and how to score well in it.
The Daily
The seed
The Daily builds its course from the date on your device: year, month and day. Everyone playing on the same date gets the same seed, so the hazards, the wall shape and the red coins come up in the same order for all of you. It changes at midnight on your own clock. The difficulty switch still applies, so a Hard Daily is faster and denser than an Easy one, with more coins.
Three attempts
You get three Daily runs per day. An attempt is used the moment a run starts, not when it ends, so a crash in the first second still costs one. The result screen shows how many you have left. When they are gone the Daily button greys out and reads that a new seed arrives tomorrow.
The course
| Property | Daily |
|---|---|
| Length | 130 m, on both difficulties |
| Start speed | 620 on Easy, 694 on Hard |
| Speed growth | +18 per second |
| Hazards | Darts, lasers, saws, crushers, wall hazards and floating bars and movers. No falling blocks. |
| Red coins | 5 on Easy, 8 on Hard |
| Anchor pocket | Present, but there is no caged star to free |
The Daily is short. At its speed, 130 m is only around ten seconds of flying, so the corridor never gets far into its pinching and narrowing: it stays the widest, gentlest corridor in the game. What makes a Daily score is not survival but how cleanly you take what is offered.
The pocket appears, as in the campaign, and holding inside it still freezes the world and produces a key. With no star in the Daily, the key opens nothing. It does not cost you points either, so it is harmless, but there is nothing to gain from it.
How the Daily scores
There are no points for distance or survival time. Every point comes from two sources:
- Red coins: 50 times your combo multiplier, doubled during the event horizon.
- Slingshots: 40 times your chain length (up to six) times your combo multiplier.
The multiplier is 1 plus one per three combo, up to nine. Because slingshots add to the combo, chaining a few before the first red coin arrives raises the value of every coin after it. Five coins taken with no combo behind them score 400 points between them; the same five taken after a combo of 9 are worth 1,150.
A crash ends the run with a RUN ENDED title instead of DAILY COMPLETE, but the score you had still counts toward today's best.
Easy or Hard for the Daily
Today's best is stored per date, not per difficulty. Hard gives you eight coins instead of five, and on Hard the eighth coin fills your mass and opens the event horizon, which Easy can never do. That makes Hard the higher score ceiling. The cost is a faster start, bigger hazards and less room. A sensible plan is to use your first attempt on whichever difficulty you trust, then spend the remaining two chasing a better line.
The result screen
The Daily result shows your score, today's best and your max combo, with buttons to share, run again or return to the menu. Share produces a square score card with your score and best combo; on devices that support it, it opens your system share sheet. Playing the Daily seven times earns the Daily Devotee award.
Endless
Endless has no finish. The course is generated fresh every run, so it is the one mode you cannot memorise. Speed starts at 560 and rises by 18 every second until it is 480 higher, which it reaches after a little under half a minute. The corridor itself starts wide and gentle and grows steadily more extreme over three minutes: deeper pinches, faster ripples, stronger drift and steeper diagonal slopes.
What Endless leaves out
Endless has no red coins, no anchor pocket and no caged star. That has three consequences worth knowing:
- Your mass stays at zero, so there is no lensing and no event horizon.
- Endless earns no bullion. The game-over panel shows a bullion line, but it will read zero.
- Every point comes from slingshots.
How Endless scores
Since there are no coins to miss, the combo in Endless can never break; it only grows. Each slingshot adds one, so the multiplier climbs steadily to its cap of nine after 24 slingshots, and every slingshot after that is worth 40 times your chain times nine. The chain is the fragile part: any bounce that is not a slingshot resets it to zero, which drops the next slingshot back to 40 times the multiplier.
That makes Endless a pure test of the bounce. Survive long enough to build the combo, and look for chains on long downslopes, where a high chain on a full multiplier pays the most. The menu shows your best Endless score as BEST, and reaching 500 earns the Endless Legend award.
After a crash
The Endless game-over panel shows your score, your best, your max combo and bullion. Tap anywhere on it or press Space to start again straight away.
For the moves themselves, see Physics, bouncing and speed and Techniques.
