Airtime docs Play ▸

Mechanics

How you move in Airtime. The base is the movement the jump community spent twenty years mastering: Urban Terror's, kept bit for bit (checked over 26 million side-by-side moves with zero differences), so jump skill carries straight over. Everything else builds on it.

Units: ups = units per second (1 unit ≈ 1 inch; the player is 30 wide and 69 tall). The game runs 125 movement steps per second (8 ms each).

On your feet#

PageWhat
Running and jumpingRunning, sprinting, jumping, strafe jumping, landing, overbounces
CrouchingCrouching, crouching in the air, the power slide
StaminaWhat costs it, what refills it, tired jumps
DashA short burst of speed from the ground

On walls and edges#

PageWhat
WalljumpsWhen they work, how strong, how many
Wall-runRunning along a wall
Ledges and laddersLedge grab, hanging, pull-up, ladders

In the air#

PageWhat
Double jumpJumping again in the air
Air controlSteering in the air with forward / back only, keeping your speed
JetpackFlying up on fuel
GrappleA hook to swing on

Surfaces and gravity#

PageWhat
IceSlick and icy surfaces: no friction, sliding on slopes, drop-ins
Bounce surfacesSurfaces that bounce you off, keeping your speed
Gravity flipGravity in another direction: walls and ceilings become floors

Zones and pickups#

PageWhat
ZonesPlaces that do something to you: boost, lift, brake, teleport you back when you're too slow, change gravity, refill stamina
Power-upsPickups: stamina, double jump, fuel, gravity flip, walljump refill, featherweight and more; any move can come as a power-up

What every mechanic shares#

  • One physics. Every move works inside the same movement: 125 steps per second, the same collision, the same ice. A wall-run on ice still slides; a jetpack still fights gravity 800.
  • Skill, not a speed button. Each move has a timing or an angle to master: when to jump on landing, where to drop in, when to burn fuel, where to release the grapple.
  • Readable. You see where a move works before you need it: ice glints, wall-run walls have a strip of light, gravity zones tint the air, bounce pads glow, zone arrows flow, power-ups float and turn.
  • Built for speed. Airtime runs at 600–2000 ups, and every move is tuned for that.
  • Maps choose their moves. A jetpack needs fuel pickups, a wall-run needs wall-run walls, a gravity flip needs a gravity zone. Each route's board follows the moves its map uses, and the game files your run on the right one by itself.
  • In every replay. Moves and pickups replay exactly, so every run is verified the same way.