How to play Split Run
Basics
You are one cell on a climb, and the acid below you never stops rising. Splitting is your jump: the launched half rockets up, the rear half falls away and is lost. Every split costs mass, so the stones and pellet lanes along the route are your fuel. Aim, split, land on a stone, eat it, split again. That loop is the whole game.
W ejects blobs: it pays toll gates and trims mass when you want a tighter line. Score is pure altitude; time only breaks ties. One death ends the run, and R restarts the same climb.
Heat rewards pace on the route. Outrun the acid hard and golden feeder cells start raining toward you; keep it up and the rain thickens through three heat tiers while a flame trail grows behind you. Stall and it fades. And the rain only falls while you keep eating stones: pace without the route earns nothing.
Obstacles
Static gray cells scattered along the route. They are the fuel and the propulsion.
Counter: Split onto them. The launched half eats the stone, regains mass, and is instantly ready to split again. Chain them like stepping stones.
A wall across the corridor with one opening. The opening scales with your size, so it never blocks you outright.
Counter: Aim your split through the gap. The gap sits on the route, so if you follow the stones you are already lined up.
Amber bumpers. They never pop you; they fling you.
Counter: Use them. A booster hit while moving up is free altitude. Avoid touching them sideways when the path is narrow.
Classic green viruses parked off the route. Touch one while big and you pop into pieces.
Counter: They never sit on the stone line. Stay on the route and they are scenery.
A picket line of small spike viruses across the band, with a hole on the route.
Counter: Thread the hole. Spikes pop anything above minimum size on contact, so do not brush the ends.
A gold door in a wall. It opens after eating a few of your blobs.
Counter: Fire W a few times while flying at it. The runway pad below the door counts your blobs, so a good player never breaks stride. The door and mouth scale with your size.
Viruses that sweep side to side across the corridor, bouncing off the walls.
Counter: Time your crossing behind them. Their speed is steady; watch one full sweep and you know the rhythm.
Striped wall blocks that slide across the corridor at constant speed. The faint strip shows the full sweep range.
Counter: Pass behind the sweep. One side is always open; a crusher shoves you but never kills you, so worst case you lose time, not the run.
Three mint viruses circling a point, fire-bar style. The faint circle marks the orbit.
Counter: The route passes beside the ring, not through it. Time your pass when the arm sweeps away from your lane.
The stone trail splits into two lanes for a stretch. The clean lane is safe; the other is lined with hazards but pays richer fuel and a powerup.
Counter: The divider marks the split ahead, and once the lanes begin it is usually a solid wall: pick your lane at the mouth and commit. It runs along your climb, so it never slows you; it only keeps you honest. Take the risk lane when you are confident: the payout compounds through the heat system.
Powerups
Glowing orbs, mostly on fork risk lanes and after set-pieces. Touch one to grab it. One effect at a time; grabbing another replaces it. The active effect and its countdown show under your altitude.
35 percent extra speed for 3 seconds.
Use: Grab it right before open corridor or a patrol section. Speed is also safety: the acid does not care how careful you are.
Pellets within a wide radius stream toward you for 4 seconds.
Use: Grab it entering a drizzle field and keep climbing; the fuel comes to you instead of costing detours.
For 4 seconds your splits keep 65 percent of your mass in the launched half instead of 50.
Use: The highest ceiling of the three: chain several splits while it lasts and you gain a full screen on the acid.