Skybound Relics is a horizontal auto-runner I built around a single mythic wyvern that never stops flying forward. You don't steer left or right — you control altitude. One tap lifts the wyvern, a second tap in mid-air gives it a double jump, and holding the button spreads its wings into a glide that softens every fall. Drop onto enemies to stomp them, thread the gaps in oncoming walls, and grab relics that retune how the wyvern flies. Every eighth biome ends in an armored boss you can only hurt by landing on its head. How far can you fly before you're grounded?
Tap to jump off the ground, tap again in the air for a double jump, and hold to glide and slow your descent. I added a little coyote time and a jump buffer so the timing stays forgiving even at high speed.
Land on an enemy while you're falling and you bounce off it for points instead of taking damage. Ground grunts and flying foes pop in a single stomp; armored shell enemies shrug off the first hit and need two.
Speed Runes make the wyvern run faster, Surge Runes lighten gravity so you hang in the air longer, Fortune Runes multiply the points every pickup is worth, and Aegis Runes wrap you in a shimmering shield ring. Runes stack — Surge up to two, the rest up to three.
I gave every biome its own gravity, run speed, and hand-drawn hazards. The buoyant Deep Sea lets you float; Cave Depths and Ember Spire pull you down hard. The exact same jump carries you a different distance in each world.
After every eighth biome an armored beast with an eight-hit health bar blocks the way. It throws projectile fans, sweeps a ground shockwave, and swipes a claw — and the only way to damage it is to stomp its head between attacks.
Distance, stomps, relics, and boss kills all pay out tokens. Spend them to revive mid-run without losing your score, or to unlock the four locked biomes. There's also one free revive every day.
Your wyvern sprints forward on its own from the moment you tap to start. Everything you do is vertical: a tap from the ground launches a jump, and a second tap while airborne fires a double jump for extra height. Hold the button and the wings fan out into a glide, cutting your fall speed roughly in half so you can drift over a hazard instead of plummeting into it.
You have three hearts — six half-heart hits in total. Take enough damage to drop to half health and the wyvern enters a wounded "wing torn" state: it flies heavier and jumps a little weaker, but its glide actually lasts longer, so leaning on glides is the way to survive a bad patch.
After you've flown far enough through a biome, a glowing portal appears in the lane ahead. Fly into it and the world dissolves into the next biome, complete with new gravity, new obstacle art, and a fresh set of relics. Clearing a biome also drops a handful of tokens into your bank.
Count your portals: every eighth biome transition drops you straight into a boss arena instead of a normal run. Beat the boss and you're rewarded with a big token payout before the next biome begins. The run only ends when your last half-heart is gone and you decline to revive.
Sky Reach, Deep Sea, Cave Depths, and Void Realm are open from the start. Ember Spire, Frost Peak, Vine Citadel, and Neon Matrix are locked and cost 20 tokens each to open — or you can skip a locked biome and keep running.
Ground spike clusters you jump over, vertical walls with a single gap you have to position into, and ceiling stalactites that punish an ill-timed double jump. Each one is redrawn in every biome's colors.
Plodding ground grunts, weaving flyers that bob through the air, and armored shells that take two stomps to crack. Stomp them from above for points; brush them from the side and you take a hit.
Four rune types plus one rare World Relic hide in every biome — and each biome renames them, so the Deep Sea's speed rune is a "Current Rune" and its rare drop is a "Sea Relic." That's 40 uniquely themed relics across the eight worlds.
Rare floating pickups grant a temporary edge: a Magnet that pulls relics toward you, Slow-Mo that drags the whole world down to half speed, a Shield that eats one hit, and Stomp+ that makes your stomps deal double damage.
Everything is drawn on an HTML5 canvas with no image files, and I wrote the music in code too — a bright "Relic Wind" theme for normal runs and a darker, faster track that kicks in the moment a boss appears.
Relics do double duty: they score points and they change how the wyvern handles. Speed pushes your top speed up, Surge trims gravity so tiny taps carry you further, and Fortune quietly boosts the value of everything you collect afterward. Because Surge caps at two stacks and the others at three, a fully loaded wyvern feels noticeably faster, floatier, and richer than a fresh one.
Grab relics in quick succession and a combo counter lights up. Once you chain three or more without a gap, every relic in that streak is worth a multiple of its base value — so a tidy pickup line is worth far more than the same relics grabbed one at a time.
One honest note on defense: the Aegis Rune adds a glowing shield ring to your wyvern, but the only pickup that actually eats an incoming hit is the temporary Shield powerup. Treat Aegis as points and flair, and lean on Shield when you need real protection.
Tokens are the meta-currency that carries between runs. You earn them constantly — a trickle for each obstacle cleared and enemy stomped, a chunk for every rare World Relic, a bonus at relic-collection milestones, five for each biome you portal through, and a full twenty for downing a boss.
There are two things to buy. A revive costs 15 tokens and drops you back into the exact run you were losing, score intact, which is how the biggest scores get set. Unlocking one of the four locked biomes costs 20 tokens and permanently adds it to your journey for that session. Your best score and your token balance are saved in your browser, so progress survives when you close the tab.
Yes. It runs right here in your browser with no download, no install, and no account — just press Play and you're flying in a second.
No. Instead of tapping to flap through pipes, you're playing a side-scrolling runner with jumping, double jumps, gliding, stomp combat, collectible relics, and boss fights. The wyvern runs forward automatically; you manage its height and its buffs.
Land on its head while you're falling. Its projectiles, shockwaves, and claw swipes only chip your health — stomping the head is the sole way to drain its eight-hit bar, and its attacks come faster as it weakens.
They pay for reviving mid-run (15 tokens, keeps your score) and for unlocking the four locked biomes (20 tokens each). You earn them from distance, stomps, relics, and bosses, and you get one free revive per day on top of that.
Your best score and your token balance are stored locally in your browser, so they're there next time you visit. Clearing your site data or playing in private mode will reset them.
Yes — the touch controls are built in. Tap anywhere on the game to jump and hold to glide, exactly like the keyboard controls on desktop.
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