board
foxes

the game

The Seven Venues

seven attractions on one island, each a complete game in its own genre. not modes, not stubs: the fighter has its own frames and hitboxes, the racer has item weighting and drift charge, and the campaign derives its par times from the level's own geometry so they cannot drift.

7 venues · 4 race courses · 16 fighters · 11 stages · 32 platformer levels · 7 boards · 100 marble levels · 40 party minigames

paolo fox

Trick Park

score attack

two minutes in a bright plastic playground floating in open sky. an oval pool bowl inside a coping ring, a halfpipe, curved quarter-pipes, a funbox, a volcano you drop into, pyramids, rails, and gem islands hung off the main platform on a rail bridge, a plank bridge and a ping-pong ferry.

the clock does not stop. a panel over the run answers its own keys so closing one does not also quit, but the timer keeps going behind it — a panel is not a pause. at zero the run is scored, the high score is saved, and R goes again.

the combo system is the point. airtime scores on its own past 0.45 s, the multiplier rewards variety rather than repetition, and Paolo's own x1.25 rides on top of everything.

A floating sky park: an oval bowl with a coping ring, a halfpipe and curved quarter-pipes suspended over open sky, with clouds drifting below.

every transition is a real curved mesh. three-degree tessellation, hand-set smooth normals, chamfered slabs, and each piece meeting its neighbour flush. ground-tangent curves are spawned 0.02 under the floor so they surface with no lip, and anything a capsule can ride is chamfered rather than left at a hard ninety. the floor is one checker slab, not sixty-four boxes butting heads.

how the combo maths works →


dash fox

Grand Prix

kart racing

a course-select lobby with four miniature track models you walk up to, and four closed-loop spline roads with real banking behind them. three laps, four racers, three rivals who are not being polite.

the race-day kit is the difference between a road and a grand prix: painted grid slots, a light tree that counts the field down, lap gates, corner boards, distance boards on the run-in, grandstands with a crowd that bobs, balloons over the start arch, and a podium with a ceremony at the end.

finish in the top three and Dash Fox joins the roster.

A banked coastal race course with red-and-white curbs, a boost pad on the apex and a start arch ahead.

the four courses

wide table — scroll it sideways for each course's moving obstacle

course the shortcut it saves what it costs
Resort Ring a dirt lane chording the west sweep of the infield. ~36 m it is narrow and planted with hedge slalom — real colliders, all of them about twenty-five metres from the racing line. the course's moving obstacle is a smoothie cart on its rounds, ping-ponging across the drive.
Sunset Shores planks across the lagoon sand, chording the east cape. ~38 m a tide-pool gap mid-span. coming up short means wet sand: a permanent spill that spins you out, twenty-seven metres from the road and a long walk from sympathy.
Summit Switchbacks a steep rock slide inside the final wrap. a wrap the mouth starts past the road edge and below it — a drop-in through a gap in the guard rail — and the exit floats just above the lower road, so you fly the last gap back on. split mid-way by a jump.
Shadow Boardwalk a bare beam of light off the north float, straight across the void. ~80 m two metres of nothing to hop at each end, eighty metres of tightrope in between, and only the catch floor below. it is the shortcut that is most obviously a dare.

the seven items

picked up from boxes, weighted toward whoever is losing. the player fires with F; a rival uses theirs a moment after picking it up, which is long enough to be fair and short enough to be a problem.

cola boost

a straight shot of speed.

beach ball

thrown forward; wipes out the first racer it meets.

smoothie spill

dropped behind you. classic litter.

gull

flies to the leader, lifts their item, leaves them spinning.

bubble

a shield that eats the next hit.

fireworks

three rockets lobbed up the road, bursting on landing.

triple cola

three quick boosts, fired one press at a time.

the corner boards are placed by the course, not by a designer's guess. the threshold is the top quartile of heading change over about fifteen metres, floored at eight degrees. the first version used a flat forty-five, which put zero boards on three of the four courses — which is how you find out a constant was a guess.


boulder fox

The Rumble Ring

platform fighter

percent knockback, stocks, blast zones, and a bill drawn from every population on the island — the seven foxes, the three enclaves, the coyote trade seats behind the range and the rams out of the high country.

a card is one row of numbers: weight, move speed, jump power, jab and smash damage, a special, and then the smash feel — how long the windup telegraphs, how much of the launch is lift rather than shove, and how hard the fighter is to move off the spot afterwards. a ram does not fight like a coyote and neither of them fights like a fox, and almost all of that difference lives in the smash.

the moveset library reads that stat block and builds the whole kit from it — jab string, tilts, smashes, aerials, four specials, grab and throws. a card that overrides nothing still plays as itself, because the numbers are real.

A side-view fighting stage: floating platforms over a long drop, with a crowd stand behind and a lit ring gate.

the bill

sixteen fighters in four bands. each one is read in their own civilization's grammar — a fox by their power, a villager by their enclave, a coyote by their sash, a ram by their horn. never by coat colour. a coyote's coat means nothing at all, and the game is careful not to imply otherwise.

wide table — scroll it sideways for the rest of the stat block

fighter read as weight speed jump jab smash special
Paolo Fox trick bonus1.007.013.5412trick flurry
Dash Fox super speed0.859.214.2310cola dash
Boulder Fox stun resist1.305.612.2514stone slam
Skye Fox glide0.806.815.5310glide rise
Spring Fox mega ollie0.957.218.2411spring launch
Umbra Fox shadow dash0.907.813.5411shadow blink
Rollo Fox marble form1.206.212.8413marble cannon
Squall gull roost · the cliff0.658.217.539wing gust
Grandmother Moss turtle cove · the beach1.504.610.8615shell spin
Brackish otter docks · the water1.008.614.2411tide push
marrow gate captain · iron sash1.056.812.9512wing gust
torrin first runner · the line0.869.414.1310cola dash
brann seat of iron · oxide sash1.445.411.8616stone slam
brack broad curl · rope1.664.911.2718shell spin
gorse full curl · going straight1.246.415.0513marble cannon
cobble half curl · first round1.027.614.6411cola dash
you do not get knocked across the ring by a ram. you go up, the way you go up the wall at the muster, and nobody makes anything of it.

eleven floors

a stage is picked before the fight, and "best of three" here means three floors — you pick the arena for each one in turn. every stage reads out its own blast box (tight or wide sides, low ceiling or open sky, shallow pit or long drop) and its own hazard, because that is all a preview has to say.

the flat the terraces bumper bay drift decks the pier the gondola the gym floor the long hall the crag otter docks roost ledge

stocks are yours to set. win a rumble and Boulder Fox joins.


skye fox

Creature Skies

the sky frontier

the venue is two places, and keeping them apart is the whole design. the ring is seven grassy islands climbing around a central tower, crossed by updraft columns and wind lanes, with six residents on them and Skye on the tower deck. it is ungated, it is early, and it is where the fox is.

the high shelf is five more islands stacked above it, a sky trial, a crown isle and a landlord at the roost. it opens on a full badge case — all seven — and it pays a purse and a dex entry rather than a fox.

the residents answer E with a real wild battle at a band a pre-park team can actually fight: weaken, then befriend, with items and status and everything else. a creature you befriend here joins the roster and the dex exactly as it would in the park.

Grassy islands floating in bright sky around a central tower, linked by rising columns of air.

it shipped the other way round, and that is worth saying. the residents stood at level 30-34 with nothing on screen explaining why. the only path to Skye Fox ran through seven gym badges, three trial rungs and a level 44 landlord — a harder fight than the champion's ace. and the sign over the venue's own door advertised the badge gate as if it were the door's. a fresh save walked in holding one level 5 starter and had nothing it could do.

the gate is at the shelf. the signage that states it lives at the shelf. the door says what is behind the door.

the six residents

Plumewisp

the start island, lv 6. a fair first fight for a level 5 starter, which is the entire reason it is there.

Gustling

island B, lv 7.

Drizzlefin

island C, lv 8. there is a cloud pool on the start island it would rather be in.

Thistlewing

island D, lv 9.

Embermoth

island E, lv 10.

Nocturna

island G, lv 12, and rare. the climb to it is a real one.

clear the ring, beat Skye's flight, and Skye Fox joins. the shelf can wait for the badges.


spring fox

The Classic

2d platformer

eight worlds of four levels, an overworld map the fox walks on foot, a boss behind every fourth door, and secret exits that warp past a whole world. cleared nodes fly a green pennant; a found secret flies a gold one.

the 2D fox rides a board, and the level vocabulary is skate verbs rather than platformer furniture: banks, quarter-pipes, drop-ins, pools, deep bowls, hips, spines, kickers, funboxes, rails, rails strung across a pit. every one of them is a rotated slab you actually ride, and every one rises at most 2.4 — inside a plain ollie from the deck at its foot. ramps are how The Classic feels; no level is ever passed by one.

take the flag at the end and Spring Fox joins.

A flat side-scrolling level: blocks, a row of coins, a spring pad and a goal flag at the end of the deck.

eight places, thirty-two ideas

not eight difficulties. a world reads as a place when its four levels share furniture and share nothing else, and every level owns one piece the rest of its world does not touch.

wide table — scroll it sideways for each world's boss

world what the place is the boss door
1 · the meadow lanesflat deck, first push, rail meadow. the sprinklers are on.the dust mother's rounds
2 · the pier boardsboardwalk and gull surf, with one level that climbs instead of running.the gull admiral
3 · the shade grovea canopy you duck under and roots you roll through.the foreman surfaces
4 · the lantern cavesa ceiling. thermal chimneys, a sealed drip cage, rails down a shaft.the warden's rounds
5 · the marina heightsrails a long way above water, and narrow stones in the rigging.the capo of the docks
6 · the neon stripspeed and empty pools. boulevard kickers, a back-lot bowl, neon spines.last call at the blender
7 · the cold poolice, and things that fall out of the ceiling onto it.the ram at the rail
8 · the flagworksthe whole vocabulary running at once. conveyors, hoists, a medley, a gauntlet.the flag marshal

the power locks, and the rule about them

item blocks hold the seven foxes, and each fox opens a different kind of hole in the level: Boulder smashes a wall into a coin vault, Rollo fits a 1.50 m slot under a ledge, Skye rides a thermal to a stash, Spring reaches a shelf over the ollie ceiling, Umbra phases a sealed cage of light, Dash drops a set of shutters.

every one of those seals a pocket and never the line. the main deck, walked by a Small fox with no power at all, runs past all of them. the non-power route is satisfied by construction rather than by care, which is the only way it survives thirty-two levels of editing.

all thirty-two levels are chunk scripts inside one scene — the same trick the marble campaign uses. a level is a string of tokens laid along a cursor at runtime, so tuning a level is editing a string. the coin par is derived from the script rather than typed in, because a par that can drift from the geometry will.


umbra fox

Shadow Board

party board game

seven boards, one per fox, each with its own shape and its own rule. ten to twelve rounds, a minigame every round, stars at ten coins, and a star that relocates somewhere genuinely far away the moment somebody buys one.

twelve kinds of tile: blue pays three, red takes three, bonus pays seven, toll puts five in the round pot for the minigame winner to take, warp rolls you again, shadow swaps you with a rival, duel is a one-on-one roll for five, chance is a small random thing, junction is a fork, and an event tile hands off to whatever this particular board does.

win a board outright on the one that is hers and Umbra Fox joins.

A board-game map of numbered tiles winding across a dark plateau, with a lit star pedestal at one end.

the seven boards

wide table — scroll it sideways for each board's own rule

board host rounds its rule, in the host's words
the coping loop Paolo10 the ring runs the bowl lip and the pipe deck. coping tiles pay, and they pay more the more of them you land — because a line is worth more than a trick.
the circuit board Dash11 twenty-eight tiles, one lap, boost pads on four of them. cross the start line and he pays you for the lap. keep crossing it.
the ring board Boulder10 land on somebody and they go backwards. that is the whole rule. he hosts it and he does not apologise for it.
the perch line Skye11 islands, bridges, and a high road that skips five tiles. something lands on your board at every perch, and it is usually kind.
the arcade lane Spring10 springs. that is the board, that is the whole board. land on one and you are four tiles away before you have decided anything.
shadow board Umbra12 twenty-eight tiles on a wobbling loop, and pylons that throw their shadow the wrong way. land on one and everybody shuffles a seat around the board.
the long climb Rollo12 it spirals up, then it drops, and the scree does the rest. the summit pays. so does going past it.

and forty minigames between the turns →


rollo fox

Summit Trials

marble platformer

a hundred levels in ten worlds, climbing from a meadow to the summit. you play all of it as a marble: no board, no tricks, no push — just mass, a slope, and whatever the terrain has decided about both.

every level is a chunk script. a string of tokens — w7 run10 flip8 mine12 gem run8 unflip8 run10 finish — that one builder lays end to end along a moving cursor inside a single scene. a hundred levels cost no scene files, the scene asset stays small, and tuning a level is editing a string.

stand on the summit at the end of the hundredth and Rollo Fox joins.

A narrow platform run hanging in open sky, gems spaced along the path and a lit finish pad ahead.

four medals, and an honest par

par and gold are estimated from the chunk list, not authored. the builder already knows how long each chunk takes to cross, so the time to beat is derived from the level's own geometry and gold is par x 0.72. edit the script and the target moves with it. a hand-typed par on a level somebody later added six metres to is a lie that nobody notices for a year.

medalwhat it takes
clearedyou finished. the level is open on the map and that is all it asks.
silverfinished inside par.
goldfinished inside par x 0.72.
pearlthe gold time and every gem in the level, in the same run. the two are usually opposites, which is the point.

ten worlds

each world's tip is what Rollo says when you open it, and it is the only coaching you get.

worldlevelsthe tip
1 · the meadow10roll. it isn't complicated yet.
2 · the fade forest10the tiles clock out early. keep moving.
3 · the wind shelf10fans lift. rings lift more. drift while you rise.
4 · the glacier10ice keeps your speed. oil keeps all of it.
5 · the cinder flats10mines are rude. they're also predictable.
6 · the works10the floor here runs on a schedule. read it.
7 · the flipside10the field flips down. you fall up. same rules.
8 · the speedway10take the speed, point straight, stop steering.
9 · the bounce halls10a bounce pays back what you bring. bring speed.
10 · the summit10all of it at once. take your time. or don't.

the vocabulary

every token a level can be built out of. the builder assembles them; nothing else exists in the campaign.

shape

run, gap, up, down, pad, turn, bank, narrow, spiral, and a width the whole level inherits.

fade & trap

fade tiles that clock out under you, and trap doors that open on a timer and come back.

hazard

mined corridors, near-frictionless oil, ice that is fast but still grips, dozing dust puffs, sweepers crossing the deck.

bounce

round bumpers, triangle bumpers that launch at an angle, and stepping plinths over a chasm with one bumper on each.

carry

a ferry that runs forward, a ferry that slides sideways, and an open-air elevator.

wind

duct-fan columns with a housing, and floating wind rings with none.

gravity

anti-gravity flips where the ceiling becomes the floor, and the moment the field lets go again.

items

gems, clocks that buy back time, and in-level super jump, super speed and super bounce.

flow

checkpoints. finishing without touching one is its own achievement.


between the turns

The forty minigames

one idea and one input each, twelve to twenty-five seconds, four foxes who can all honestly win. you are always seat one. the three rivals play by personality — greedy, cautious, chaotic — through a per-round skill roll, so the same fox is not the same opponent twice.

a round picks one that has not been played yet and runs the card, the countdown, the play, the whistle and the results. a game whose result can no longer change ends early, because watching a decided minigame finish is the one thing forty short games cannot afford.

40minigames
17kinds
36free-for-all
3two-on-two
1one-on-three
12-25seconds each

a free-for-all pays 10 / 6 / 3 / 0 coins by finish. a winning pair takes ten each, five on a tie. a winning solo in a one-on-three takes fifteen; a winning trio takes six each. the round pot rides on top for the outright winner, and minigame coins decide the hot-hands bonus star at the end of the board.

wide table — scroll it sideways for the controls and the win condition

minigame batch kind the idea controls you win by
grind linethe resortbalance the rail drifts out from under you; doing nothing is a flowerbed.A D leanmost metres ridden; falls cost climb-back time.
cannonballthe resorttiming the diving board bounces; leave at the bottom of the compression.Space send itmost points — tighter release, bigger splash, 5 to 60 a jump.
shell digthe resortcollect mounds with a pale speck hide shells; the rest hide sand.WASD skate · Space digmost shells; the gold ones count three.
smoothie stackthe resorttiming drop each swinging cup onto the one below; the tower remembers every wide one.Space droptallest tower still standing at the whistle.
drift linethe resortreaction hold the drift through bends, release on straights; chevrons warn a beat early.Space hold to driftmost metres; the wrong state scrubs speed.
lantern runthe resortcollect one flame at a time — light a lantern, go back to the brazier for another.WASD skatemost lanterns lit; they burn down and go dark again.
gull run 2v2the resortdodge gulls sweep the pier in two colours; yours pay, the other lot flatten you.A D swerveteam score. a catch is three, a hit is a stumble.
log tossthe resorttiming your aim wanders across the fire and back, wider as the night goes on.Space throwmost points; the centre of the fire pays forty.
tide pool echothe resortmemory creatures surface in order round four pools; say it back on the compass keys.WASD n w s emost correct echoes; one wrong answer sits the call out.
plank sprintthe resortmash mash to run the boardwalk; the dark planks are not going to hold you.Space mash · A D lanemost metres; a rotten plank stalls you flat.
trick callthe venuesreaction the pad that lights is the direction you push, and the window shrinks.WASD push the lit padmost points; a clean line multiplies.
the pit lanethe venuessort carts roll at your junction; coral goes left, teal goes right.Space flip the junctionmost carts sorted; four straight runs go hot for a bonus.
ring outthe venuessurvive the disc shrinks; skate into people, and do not be off it.WASD shovesurvival seconds plus ten per fox you send off.
quick handsthe venuestiming three catches off a bar whose green zone shrinks and speeds up.Space snap the barfirst to three banks the leftover clock.
coin dashthe venuesreflex jump the high coins, stay down for the low ones, clear the spikes.Space jumpmost coins; spikes cost two and a stumble.
hold or foldthe venuesnerve roll to build a pot, bank to keep it; the bust range widens as time passes.Space roll · Shift bankmost banked. unbanked is gone at the whistle.
the floor goesthe venuessurvive every tile you touch starts to fade; leaving one late pays extra.WASD pick your next tileseconds standing plus three per late hop.
the derbythe venuestiming strike on the dip; the long fish give you almost no time to notice.Space strikelongest fish of the day, in centimetres.
gem watch 1v3the venueschase three foxes ferry gems to their pads; one fox would rather they didn't.WASD movethieves bank ten a gem; the guard takes eleven a tag.
the swaythe venuesbalance the gondola tips the way you lean, and the gusts announce themselves early.A D shift your weightsteadiness points. over the rail is over the rail.
awning to awningthe islandsurvive five awnings, two always rolled up, and it is raining.WASD skatemost seconds dry; the shiver says which one goes next.
egg on the ledgethe islandbalance the roost lent you an egg and the wind would like it back.A D lean the eggmost seconds held; a drop costs you the climb down.
the turtle derbythe islandnerve slowest across the line wins; not crossing is a different thing entirely.Space hold to creepthe latest finish that still finishes.
the raft across the baythe islandmash alternate your paddle, or do a slow public pirouette.A D alternatingmost metres across the bay.
night watchthe islandhunt tag the silhouette the sign asks for; the sign changes its mind once.WASD torch · Space tagmost points; the wrong shape costs six.
the stall rushthe islandfetch fetch the ordered good; the baskets get rearranged mid-shift.WASD run the stallmost customers served.
fireflies at duskthe islandchase the net only closes on a lit firefly, and they know that.WASD skate · Space swingmost caught.
the swellthe islandtiming hop the big waves; the small ones are just water, and jumping them is bait.Space hopmost points; streaks pay extra.
the laundry line 2v2the islandbalance two of you on one line — lean apart or you both come off it.A D shuffle alongteam points: a level line pays steadily, pegs pay fourteen.
star mappingthe islandmemory the sky picks a shape; skate its ground markers in order.WASD skate the shapeeight a star, twenty-five a finished chart.
sign checkthe odd onesrhythm the plaza neon blinks on a beat that tightens; press with it.Space pressmost points; dead on pays ten, mashing burns beats.
hot gemthe odd onestag one gem, four foxes; do not be holding it at the whistle.WASD skate · Space passmost seconds clean. the final holder sinks to last.
roof linethe odd onesbalance walk the wire; lean is an unstable equilibrium.A D lean · Space steadymost metres; a fall costs you back to the last mark.
lost propertythe odd oneshunt six of the things in the shop are yours. only six.WASD hunt · Space grabten an item; the full set banks the leftover clock.
booth timethe odd onesrhythm two decks, one note stream; keep the run alive.Space left · Shift rightmost points; long runs pay a rising bonus.
barrow runthe odd onesbalance push a barrow of gems there and back; speed spills, and spilt gems stay spilt.W push · A D catch the tiltmost gems still in it at the far mark.
the quiet gamethe odd onesnerve last to press wins, and the countdown lies twice or so.Space press, eventuallythe latest press that still beats the real zero.
snow line 2v2the odd onesaim snowbanks are cover; the throw only lands if the line is clear.WASD move · Space throwteam hits.
lantern outthe odd onesmemory the cave lantern blinks; the floor is whatever you remember of it.WASD feel your waymost gems; a wall costs a second.
the sleeping gullthe odd onesstealth creep for the nest while it sleeps; freeze when it looks — and it always looks.hold W creeptwenty-five a feather plus progress; caught moving means the start line.

two of them were rebuilt, and the log says so

the pit lane used to be "photo finish": one press of Space, then fifteen seconds of watching four foxes orbit a track. it is now a sorting game with a decision every second and a half. the id was kept, because save counters and achievements point at it.

the sleeping gull used to be a stacking game that duplicated smoothie stack move for move — swing, drop, lean, topple. the forty had every kind except stealth. now stealth is this one.

the list

tell me when it ships

one email, when there is something to play. no newsletter, no schedule, nothing else, ever.