Clear every spark to open the gate. Arrow keys or the on-screen pad steer RunMan. He keeps running until a wall — queue the next turn early.
Four pursuers hunt the floor. Their styles differ: Blitz charges, Drift wanders, Cut corners, and Tail follows your trail.
Orbs: Volt (purple) panics them so you can tag them. Bolt makes you faster. Magnet pulls nearby sparks. Frost freezes the pack.
Tagging a panicked pursuer starts a combo. You have three lives. 200 campaign floors, a date-seeded daily, and an endless climb.