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Blue ground is safe from field enemies. Leaving it begins a vulnerable gold line.
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Return to blue ground to close the cut. Regions without a field enemy are revealed. In
the revised Arcade chapters, closing a cut stops your craft: tap a fresh direction to
fly again.
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Enemies on both sides can leave only your line captured. Use that line to begin
another cut.
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A field enemy touching your line, or crossing your own line, costs a life. Border
patrols can also hit you on the outer edge.
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Reach the coverage target and capture required objectives. Special challenge maps can
limit the clock or live-line length; their briefing and HUD explain those limits.
Keyboard:
arrows/WASD, Shift boost, E ability, R supply, Escape/P pause.
Touch: drag the floating stick or swipe to turn. Choose a sliding D-pad, either hand,
size and opacity in Settings. Releasing keeps you moving. Pause to take a break.
Controller:
Release controls and press a face button to join. Configure the layout in
Settings.
Text entry and file pickers still use keyboard or touch. Some browsers also need a
keyboard or touch action before sound can start. Menu navigation and silent gameplay
remain available.
Each class explains its actual effect in the flight deck. Scout shows current direction
hints and hidden objectives; supplies refill charge-based classes. A shield absorbs one
contact by safely cancelling the line.
Campaign difficulty:
Standard and Gentle reveal the same pictures and share mission and appearance unlocks.
Scores and medals stay separate; equipment seals require Standard. A change during a
flight applies to the next fresh attempt. Resume and Load preserve the current flight;
Retry starts the selected difficulty from the beginning.
Long flights:
Replay recording and new recoverable saves stop after 30 minutes of play. Earlier
checkpoints may remain. Classic collection results have a two-hour limit; Journey clears
and pictures use their own progress store. Pause to check Flight saves and export before
leaving. A replay cannot resume a flight.