Floor It, Hit the Ramp, Fly Further
Build speed down a straight road, launch off the up-ramp, and see how far you can carry the car. Cash from every run buys parts that make the next one longer - and the tech tree keeps going long after you think you have seen the top of it.
Four parts on the lot at the start. New ones reveal themselves as your best distance grows and as the parts you own level up - five tiers deep. The garage at the end looks nothing like the garage at the start.
Air density falls off with altitude, and drag and lift fade with it - so the parts that win you the first kilometre are not the parts that win you the last.
Ride a wind band aligned to your heading for a hard shove, or get sheared for entering it badly. And you share the sky - who with depends on how high you are. Most of it will hurt you. Not all of it.
Every completed 360 in one airtime pays coins on a rising combo multiplier, refunds fuel, and banks a speed bonus that lands with you.
Eleven landmarks stand along the route, and flying past one unlocks its card for good. Until then the gallery shows a blacked-out silhouette and the distance you need - so you know something is up there, but not what.
City glow on the horizon at the start, and it does not stop changing as you climb. Runs last fifteen seconds early on and minutes by the end - the view earns every one of them.
Hold boost down the straight and carry every unit of speed you can into the ramp.
Rotate to keep the nose along your flight path, thrust while you have fuel, and dive to trade height for speed.
Time the glider with the weather instead of against it, and keep Ground Slam for the moment a landing would otherwise end the run.
Bank the coins, buy the next part in the garage, and go again. Every run is longer than the last.