Prism Runner
PRISM RUNNER
You don't jump. You deflect.
A neon vector-graphics momentum runner where you guide a triangle of light bouncing down a procedurally collapsing shaft. Every line, glow, and sound is generated in code — no sprites, no textures, no audio files. Just pure geometry and speed.
The hook
A triangle of light is dragged toward the walls. Tap to flip the pull and ricochet off — but time it right. Tap the moment you hit the wall for a clean deflection: more speed, a brighter prism trail, a fuller meter. Miss the timing and you bounce sloppily; scrape a wall too long and you shatter into fragments.
Fill the prism meter to violet to trigger Refraction Mode; slow-motion, double points, and a shockwave that clears nearby hazards.
Speed is your score. And speed makes everything harder. Easy to learn, brutal to master.
Features
- ⚡ One-touch control - the whole screen is your button. Tap to deflect, hold to tighten the turn.
- 🎯 Four modes - Endless, a shared Daily Challenge (same shaft for everyone, with a play streak), no-death Zen practice, and a 60-second Time Attack.
- 🌈 Six hazards - rotating blades, pulsing mines, gravity-flip gates, timed laser gates, circling orbiters, and expanding pulsar rings, all phasing in as you descend.
- 💠 Earn & collect - bank shards every run to buy 7 player skins and 6 environments (Neon Shaft, Crystal Cave, Synthwave, Glacier, Circuit, Aurora).
- 🏆 13 achievements + lifetime stats to chase.
- 🎚️ 4 difficulty levels from forgiving Easy to merciless Hardcore.
- 🔊 Fully procedural audio - an arpeggio that races with your speed and a synth that reacts to every clean hit.
- ♿ Accessible - reduce-flashing mode, colorblind palette, volume sliders, and a guided tutorial.
- 🌍 8 languages - English, Nederlands, Deutsch, Français, 简体中文, 日本語, Español, Português.
How to play
Tap / click / spacebar to flip your deflection direction. Hold to tighten the bounce for a sharper, riskier ricochet. That's the whole control scheme.
Built different
Zero assets. Every visual is drawn from primitives and every sound is synthesized at runtime, so the whole game is tiny and runs on low-spec hardware. A love letter to the demoscene, wrapped in a reflex score-chaser.
How deep can you fall?
| Status | In development |
| Platforms | HTML5, Android |
| Publisher | Iron Lantern Interactive |
| Release date | 41 days ago |
| Author | SandSlide Studio |
| Made with | Godot |
| Tags | 2D, Godot, Neon, No AI, Singleplayer, Vector |
| Average session | A few seconds |
| Languages | German, English, Spanish; Castilian, French, Japanese, Dutch, Portuguese (Brazil), Chinese (Simplified) |
| Inputs | Mouse, Touchscreen |
| Accessibility | Color-blind friendly |
| Content | No generative AI was used |
Download
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