You are the bird. Below you is a navy. You have what a bird has, and you are going to use it.
PLAYEach run starts in the shallows and goes down. A sea is a floor of rooms you fly between, clearing what floats there until a gate opens and takes you deeper. Rooms are drawn fresh every run, so the shape of a sea is never the one you learned last time.
There are thirty named seas, two depths to each of fifteen stretches of water: the Shallows, the Reef, the Breakers, Ship Graveyard, Tide Straits, Fogbank Bay, Thunderhead, the Red Tide, Blackwater Trench, the Maelstrom, Frozen Narrows, the Ring of Fire, Ghost Waters, the Abyssal Rift and the Final Passage. Every sixth sea belongs to a different pool of bosses, and every fifth boss is a champion — bigger, tougher, and in a worse mood.
| Fly | Arrow keys or WASD. On a touchscreen, hold anywhere and the bird follows your finger. |
|---|---|
| Drop | Hold Space to keep dropping — the cooldown paces it. |
| Squeeze | Hold E, the right mouse button, or the SQUEEZE button in the corner. Every weapon has a heavier second form. |
| Swap | Shift, Tab, or 1 / 2 / 3 for a slot directly. |
| Pause | P or Esc, or the button bottom left. |
Everything on screen can be tapped. Menus, upgrade choices, shops and dialogs all work with a finger, so a phone or a Chromebook touchscreen is a first-class way to play, not an afterthought.
Twenty of them, all free. They unlock by how deep you have ever been — a few are waiting at the start, the rest arrive as you push past seas 3, 6, 9, 12 and 15. They are not skins. A pelican carries an extra weapon slot, a penguin bats away fire while it skims the water, an eagle hits harder in a dive, a flamingo wades straight through trawler nets, a kingfisher lands a heavy shot every fifth drop. Picking one changes how a run is played, not how it looks.
Whatever the bird eats is what the bird drops. Thirty-three of them, and each one has a normal form and a charged one: chili burns and its charge is a jet of flame, dragonfruit is a single heavy shell and its charge is a lance that goes through everything in a line, ice cream freezes and its charge is a ring of six spikes that freeze on contact. There are melons that skip off the water, boomerang chive blades, tins that set themselves up as turrets, popcorn that taunts a fleet into a huddle before it bursts, and a toilet you can ride that fires far too fast for its own good.
Clearing rooms hands you upgrades in four tiers. The belt holds six slots, and levelling something you already have costs nothing extra — so the real decision is what to carry, not what to stack. Commons and rares take a slot each, epics take two, and fused gold takes none at all.
Twenty recipes turn the right combination of parts into gold. Damage and burn with a chili on hand becomes a Flame Engine — throws fly faster and leave a wall of fire where they land. Beady eyes and a crit gland with enoki becomes Through The Heart. The parts are consumed, so a fusion is a real decision rather than a freebie, and you can only fuse twice in a run.
Most of a sea is fighting, but not all of it. There are supply rooms with crates, a shop that takes feathers, a lighthouse that maps the whole floor, a rest stop that patches you up once per sea, fog that hides the room and pays more for it, a thirty-second timer room, a minefield, a room where everything hits harder and drops twice as much, a test bench that lends you a weapon until you leave, a wreck to gamble on, an altar that trades health for power, and a fountain that will take a curse off your hands in exchange for something good.
Progress is saved in your own browser. Nothing is uploaded and no account is needed.