There's a particular moment in LINERUN where you leave a kicker with too much speed, realise mid-air that the landing is further away than you thought, and hold the flip anyway because a landed flip pays you back in speed. Sometimes it works. LINERUN is a one-touch physics game about a single line that keeps being drawn ahead of you – hold to run, let go to coast, and see how far the line takes you before it takes you out.
Hold anywhere on the screen to run. Let go and you coast. In the air, holding starts a flip and letting go levels you out again – so the same gesture that drives you forward is also the one that decides whether you land on your wheels. There is nothing else to learn, no second button, no menu of moves. The first run lasts about twenty seconds and you'll already know exactly what killed you.
The line ahead is assembled as you ride from fifty-seven hand-built track parts – loops, seesaws, kickers, springboards, forks, pipes, washboards, spans that collapse under you. They're drawn from a bag rather than a script, so the order changes every time, and a part only appears if you're carrying enough speed to survive it. The result is a line that feels authored rather than random, but that you can't memorise.
Land a flip and you get a burst of speed, so the greedy line is usually the fast one. Land badly and it's a wipeout: the run ends there, and your distance is the score. Hearts soften that – each one carries you through a single crash, and you can hold up to thirteen in reserve – but they don't make the landing any easier.
Ten seconds to understand, and still catching you out an hour later – which is the whole trick.
Glowing letters are strung along the line, and picking them up in order spells one of three words. AURA gives you a boost, HERO gives you a shield that eats one crash, and MEGA gives you a mega boost. They're placed just far enough apart that collecting a whole word means committing to a fast, clean line through several parts in a row – which is exactly when the track starts throwing loops at you.
Sometimes three rivals pull alongside and the run turns into a race you can win outright. Other times you'll notice the screen tightening behind you: chasers close in when you lose momentum, and they will catch you if you keep coasting. Take the skateboard or the inline skates and they leave you alone entirely – one of several places where the vehicle you picked quietly changes the run.
Orbs sit along the line and pay for everything you'll buy later. Boost pads push you past your own top speed, which is thrilling for about a second and then becomes a problem. Perfect landings, double flips and triple flips are all tracked separately, so there's always a reason to take the harder version of a jump you've already cleared.
Every run is a negotiation between the distance you want and the speed it takes to get there.
Orbs buy vehicles: bicycles, motorbikes, a skateboard, inline skates, a scooter, a BMX, a hoverboard and a hoverbike, each with its own handling. Card packs arrive as you ride – one is always on its way, either after enough distance or simply after enough time – and drop orbs plus cards from a pool of a hundred and forty-seven: rider colours, track line colours, trails, hats and shoes, in four rarities up to legendary. Packs open one card at a time, and tapping an owned card equips it.
Ten mission chains run up to ten tiers deep – distance, flips, orbs, letters, words, races, perfect landings – and pay orbs the whole way. A season track of thirty tiers rolls over each month and ends in a finale where you pick one reward out of three. Ride a hundred kilometres in the same colour and you master it, which unlocks a version of it you can't get any other way.
If one part keeps ending your runs, School mode lets you practise it on its own, over and over, against a ghost of your own best time – and clearing every part in the game pays out properly. Zen mode removes the pressure and the rewards together, for when you just want to ride. Pro mode runs the physics at full speed rather than the gentler default pace, and keeps its own records and its own season track for people who find normal too forgiving.
Three different reasons to open the app, and none of them expire if you skip a day.
LINERUN takes an endless runner down to a single finger and then spends all its effort on what happens under that finger – a line built from fifty-seven hand-made parts, physics that reward the greedy landing, and a wipeout that's always your own fault. The track, the rider and every vehicle are drawn as vector art in code rather than shipped as sprite sheets, and all the music and sound ships inside the app, so nothing streams and nothing downloads: it plays in full on a plane or in a tunnel. There's no account, no sign-in, no analytics and no tracking – your progress lives on your phone and goes nowhere else. It's free with no in-app purchases, in English, German, Spanish, French, Indonesian and Portuguese, with fifteen vehicles, a hundred and forty-seven collectible cards, mission chains, a monthly season, colour mastery, School, Zen and Pro modes. Download LINERUN on Google Play and find out where your line ends.
Yes. The game is free and contains no in-app purchases – there is nothing to buy with real money and nothing behind a paywall. Even the Pro season track is bought with orbs you earn by playing. There are optional rewarded videos: you can watch one for a free card pack, but every one of them is your choice and the game is fully playable without ever watching a single one.
No. LINERUN works completely offline. The track, the rider and the vehicles are drawn in code, and all the music and sound effects ship inside the app, so nothing is downloaded or streamed while you play. Your progress, your collection and your settings are stored on the device. The only feature that needs a connection is the optional rewarded video, and if there isn't one available the game simply carries on without it.
It's a portrait, one-handed physics game about riding a line as far as you can. You hold the screen to run, release to coast, and hold in the air to flip; the line ahead is assembled as you go from fifty-seven hand-built parts, and it gets harder the further you get. Along the way you collect orbs, spell words for boosts and shields, race rivals and outrun chasers – and spend what you earn on vehicles, card packs and upgrades between runs.
The run ends and your distance is your score for that attempt. If you're carrying a heart it takes the hit instead and you keep going, and a HERO shield does the same thing once. Nothing you've earned is lost in a crash: orbs, cards, mission progress, season tiers and your best distances all stay with you, so a bad run costs you the run and nothing more.
Pro mode runs the physics at full speed instead of the gentler default pace, which makes every landing window tighter and every decision earlier. It's a separate world rather than a difficulty slider: Pro keeps its own best distances, its own mission progress and its own season track, so switching to it doesn't overwrite what you've done in normal mode, and switching back doesn't lose your Pro records.
Vehicles are bought outright with orbs in the shop, so anything you want is a known number of runs away. Cards come from card packs instead, which arrive on their own as you ride – one is always on its way, either once you've covered enough distance or simply after enough time has passed. Packs contain orbs and cards, with better packs guaranteeing a card, and you can also watch an optional video for a free one. Tap any card you own to equip it.