FROM THE STREETS TO THE MOSH PIT
PUNK RUNNER
The concert is waiting. Jump past cops, dodge drones and defeat the bosses — five levels stand between you and the mosh pit.
Ready for the concert?
Start your next unlocked level or choose a stage below. Prepare your upgrades and boosters before you run.
Your first steps
- 1Jump
Space or ↑. Press again in mid-air for a double jump.
- 2Slide
Press ↓ twice. On mobile: tap the top to jump, the bottom to slide.
- 3Beat the boss
Move sideways with ← → and land on the boss from above.
▸ HOW TO PLAY click to open click to collapse
HOW A RUN WORKS
The game has five levels. You play them in order — finishing one unlocks the next.
Each level has a point target: 6,000 in levels 1 and 5, 7,000 in levels 2, 3 and 4. Once you reach it and the track ahead is clear, the level's boss appears. Beat the boss and the level is done.
Stars: 3 stars if you finish without taking a hit, 2 stars with one hit, 1 star from two hits on.
Level score starts at 0 in every level. Campaign score counts your progress across all five levels, from 0 to 60,000 — that is the number the leaderboard uses.
Each level has a point target: 6,000 in levels 1 and 5, 7,000 in levels 2, 3 and 4. Once you reach it and the track ahead is clear, the level's boss appears. Beat the boss and the level is done.
Stars: 3 stars if you finish without taking a hit, 2 stars with one hit, 1 star from two hits on.
Level score starts at 0 in every level. Campaign score counts your progress across all five levels, from 0 to 60,000 — that is the number the leaderboard uses.
KEYBOARD
| SPACE / ↑ | Jump |
| SPACE SPACE | Double jump (press again in mid-air) |
| ↓ / S | Duck, about 0.7 s |
| ↓↓ / S S | Glide — press twice within 0.2 s |
| ← → / A D | Move sideways (boss fight and finale only) |
| ESC / P | Pause |
| M | Sound on / off |
On the start screen: SPACE starts the highest level you have unlocked.
T tutorial · D daily challenge · K skins · U upgrades · B boosters · A achievements · V difficulty.
PHONE / TOUCH
| ⤒ Jump button | Jump / double jump |
| ▼ Glide button | Glide |
| 👆 Tap the upper 60% | Jump |
| 👆👆 Tap twice | Double jump |
| 👇 Tap the lower 40% | Glide |
| ⛶ Button | Fullscreen |
| ⏸ Bottom right in the picture | Pause |
Use the labelled Jump and Glide buttons below the picture. They also stay available in fullscreen.
In boss fights, hold ◀ or ▶ with one thumb and jump with the other. Releasing a direction stops movement.
The picture still supports the original tap zones: top = jump, bottom = glide. In the arena, tapping the picture jumps.
In boss fights, hold ◀ or ▶ with one thumb and jump with the other. Releasing a direction stops movement.
The picture still supports the original tap zones: top = jump, bottom = glide. In the arena, tapping the picture jumps.
MOVEMENT
Jump and double jump
The second jump is a little weaker than the first. Two dots above the punk show how many jumps are left.
The second jump is a little weaker than the first. Two dots above the punk show how many jumps are left.
Duck
Lowers the punk for about 0.7 s. Available any time you are on the ground.
Lowers the punk for about 0.7 s. Available any time you are on the ground.
Glide
Flat on the ground for about 0.8 s — the only way past a wire. After a glide there is a roughly 3 s wait before the next one; the shop shortens it.
Flat on the ground for about 0.8 s — the only way past a wire. After a glide there is a roughly 3 s wait before the next one; the shop shortens it.
Jump out of a glide
Glide, then jump immediately: 30% more height. The one way over obstacles that are otherwise too tall.
Glide, then jump immediately: 30% more height. The one way over obstacles that are otherwise too tall.
Late jump
For about 0.1 s after running off an edge, the jump still counts. The shop extends this.
For about 0.1 s after running off an edge, the jump still counts. The shop extends this.
Stomp
Land on a cop, dog, security guard or fanboy from above. Several stomps without touching the ground chain up: each one bounces you higher and scores more.
Land on a cop, dog, security guard or fanboy from above. Several stomps without touching the ground chain up: each one bounces you higher and scores more.
Ride a scooter or car
Land on top to ride along — about 40 points per second, up to 2.5 s. Jump to get off. Whatever the vehicle hits, you hit too.
Land on top to ride along — about 40 points per second, up to 2.5 s. Jump to get off. Whatever the vehicle hits, you hit too.
Kick a bin
Landing on a bin from above bursts it open: 2–3 coins and 10 points, and it is gone.
Landing on a bin from above bursts it open: 2–3 coins and 10 points, and it is gone.
POINTS AND COMBO
Points come from collecting items, stomping enemies, gliding under things, riding vehicles and beating the
boss (+500). Simply running earns nothing — which is also why the game only speeds up when you actually
play actively.
The combo counts up with every item collected, every stomp and every successful glide underneath something. It resets to 0 after two seconds without a count, and immediately when you take a hit.
What the combo does: point items are worth their value times the combo, capped at ×5. From a combo of 5 on, posters, cones, kiosks, CDs and cassettes shatter when you run into them (+15 each) instead of hurting you.
Gliding under a drone, camera or wire is worth +20 on top.
Multipliers stack: combo (up to ×5) × radio (×2, ×3 together with a boost) × beer (×1.5).
The combo counts up with every item collected, every stomp and every successful glide underneath something. It resets to 0 after two seconds without a count, and immediately when you take a hit.
What the combo does: point items are worth their value times the combo, capped at ×5. From a combo of 5 on, posters, cones, kiosks, CDs and cassettes shatter when you run into them (+15 each) instead of hurting you.
Gliding under a drone, camera or wire is worth +20 on top.
Multipliers stack: combo (up to ×5) × radio (×2, ×3 together with a boost) × beer (×1.5).
OBSTACLES
🚔 Cop · 🛡 Security
Jump over — or land on top for points.
Jump over — or land on top for points.
🐕 Dog
Low and fast. Jump over or stomp.
Low and fast. Jump over or stomp.
🙋 Fanboy
Level 5 only. Jump over or stomp.
Level 5 only. Jump over or stomp.
🚧 Barrier · Barricade
Solid wall. Jump — ducking does nothing.
Solid wall. Jump — ducking does nothing.
🔩 Nail strip
Flat on the ground. Jump. Gliding does not help, you stay in it.
Flat on the ground. Jump. Gliding does not help, you stay in it.
🔗 Wire
Hangs from above down to just over the ground. Gliding only — you cannot get over it.
Hangs from above down to just over the ground. Gliding only — you cannot get over it.
🚁 Drone · 📷 Camera
Float and bob up and down. Jump over or glide underneath.
Float and bob up and down. Jump over or glide underneath.
🏪 Kiosk · 🔊 Speaker
Large. Jump. The kiosk shatters from a combo of 5.
Large. Jump. The kiosk shatters from a combo of 5.
🚒 Hydrant
Medium height. Jump.
Medium height. Jump.
🗑 Bin
Jump — or land on it for coins.
Jump — or land on it for coins.
📄 Poster · 🚦 Cone · 💿 CD · 📼 Cassette
Jump. From a combo of 5 you simply run through them.
Jump. From a combo of 5 you simply run through them.
🛴 Scooter · 🚗 Car
Not an obstacle from above: land on it and ride.
Not an obstacle from above: land on it and ride.
Two signs in the picture:
A green ▼ over an enemy means you can stomp it.
A golden ▸▸ or ▸▸▸ over the first obstacle of a group means two or three are coming in quick succession — decide before the first one.
A green ▼ over an enemy means you can stomp it.
A golden ▸▸ or ▸▸▸ over the first obstacle of a group means two or three are coming in quick succession — decide before the first one.
POWER-UPS & ITEMS
⚡ Boost — 3 s
Double speed and double points. Worth 80 points when picked up.
Double speed and double points. Worth 80 points when picked up.
🛡️ Shield — 5 s
Absorbs hits without costing a life.
Absorbs hits without costing a life.
🧲 Magnet — 5 s
Pulls in every item nearby.
Pulls in every item nearby.
⏱️ Slow motion — 5 s
Everything comes at you more slowly.
Everything comes at you more slowly.
😤 Rage — 4 s
Every obstacle shatters on contact, +25 each.
Every obstacle shatters on contact, +25 each.
📻 Radio — 5 s
Points ×2, or ×3 while a boost is running.
Points ×2, or ×3 while a boost is running.
🍺 Beer — 5 s
Points ×1.5, plus about 1.7 s invincible.
Points ×1.5, plus about 1.7 s invincible.
😤 + 🍺 together
UNSTOPPABLE: 4 s invincible on top of both effects.
UNSTOPPABLE: 4 s invincible on top of both effects.
💀 Heart
+1 life, up to 6. At full lives: +30 points.
+1 life, up to 6. At full lives: +30 points.
🎫 Backstage pass
+1 continue, up to 3. At three: +150 points.
+1 continue, up to 3. At three: +150 points.
📼 30 · ★ ✊ 🤘 50 · 🎸 100
Pure point items. Value × combo × radio × beer.
Pure point items. Value × combo × radio × beer.
Every item you collect is also worth one coin — that is where the money for the shop comes from.
LIVES AND CONTINUES
You start each level with 4, 3 or 2 lives depending on difficulty, up to a maximum of 6. A hit costs one
life and leaves you invincible for about 1.3 s. At 45% and 80% of the level target there is a bonus heart.
Continues are shown in the HUD as C×N. When your last life is gone, a 10-second countdown appears; press within it and you keep playing at the same score, with your lives restored and the track ahead cleared. The first 1.5 s of the countdown do not accept input, so a jump you already pressed does not use up the continue by accident.
You start with 2 continues, or none on Hardcore Punk. A 🎫 backstage pass adds one, up to 3. Unused continues expire at the end of the level.
Continues are shown in the HUD as C×N. When your last life is gone, a 10-second countdown appears; press within it and you keep playing at the same score, with your lives restored and the track ahead cleared. The first 1.5 s of the countdown do not accept input, so a jump you already pressed does not use up the continue by accident.
You start with 2 continues, or none on Hardcore Punk. A 🎫 backstage pass adds one, up to 3. Unused continues expire at the end of the level.
BOSSES
Every level ends with its own boss — always the same one, so you can prepare. All obstacles disappear and
you can move freely left and right.
The one rule: the boss switches between protected and vulnerable. While it is protected you bounce off. Wait for it to glow, then land on it. Later bosses have more health, and so does a boss on a higher difficulty.
The one rule: the boss switches between protected and vulnerable. While it is protected you bounce off. Wait for it to glow, then land on it. Later bosses have more health, and so does a boss on a higher difficulty.
🚔 Riot Van — level 1
Lobs tear gas in arcs and announces another cloud after recovering from your hit.
Lobs tear gas in arcs and announces another cloud after recovering from your hit.
💼 Label Manager — level 2
Throws contracts and pushes a stack of paper along the ground that has to be jumped like any obstacle.
Throws contracts and pushes a stack of paper along the ground that has to be jumped like any obstacle.
📱 Influencer — level 3
Aims hashtags at your position and calls in low-flying drones, with a second drone when enraged.
Aims hashtags at your position and calls in low-flying drones, with a second drone when enraged.
🍺 Squat Landlord — level 4
Throws bottles that shatter into shards on the ground and stay there. His swinging arm gives away the timing.
Throws bottles that shatter into shards on the ground and stay there. His swinging arm gives away the timing.
🚔 Riot Van, rematch — level 5
The same van, enraged from the first second and with far more health. It takes half its health as a head start.
The same van, enraged from the first second and with far more health. It takes half its health as a head start.
THE FIVE LEVELS
1 · Street — target 6,000
Cops, dogs, kiosks. Kicking bins open is worth coins here, and a bonus stretch full of them runs through the level.
Cops, dogs, kiosks. Kicking bins open is worth coins here, and a bonus stretch full of them runs through the level.
2 · Festival — target 7,000
Drones and barricades, with wind pushing your jumps sideways and a gauntlet section. A combo of 8 sends you crowd surfing: 4 s invincible, and this is the only level where that happens.
Drones and barricades, with wind pushing your jumps sideways and a gauntlet section. A combo of 8 sends you crowd surfing: 4 s invincible, and this is the only level where that happens.
3 · Underground — target 7,000
Cameras and lightning that can drop an extra obstacle in front of you. Gravity flips over for a while — while it does, jumps go downwards.
Cameras and lightning that can drop an extra obstacle in front of you. Gravity flips over for a while — while it does, jumps go downwards.
4 · Road to the gig — target 7,000
Security everywhere. Stomping three cops calls in a raid for 15 s, so here it can pay to leave them alone. Gravity flips over once again later on.
Security everywhere. Stomping three cops calls in a raid for 15 s, so here it can pay to leave them alone. Gravity flips over once again later on.
5 · Finale — target 6,000
Speakers and fanboys. Stomps count double. There is a hidden passage to find, and gravity flips again near the end.
Speakers and fanboys. Stomps count double. There is a hidden passage to find, and gravity flips again near the end.
DIFFICULTY
| 🟢 Pop punk | 🟡 Punk | 🔴 Hardcore punk | |
|---|---|---|---|
| Lives | 4 | 3 | 2 |
| Continues | 2 | 2 | 0 |
| Pace | slow | medium | fast |
| Obstacles | sparse | medium | dense |
| Boss health | ×0,7 | ×0,9 | ×1,3 |
| Points | ×0,7 | ×1,0 | ×1,5 |
Switch it above the game, in the menu, or with V. The setting is saved and applies to the next level
you start. The points multiplier applies to the leaderboard too.
COINS, UPGRADES, SKINS
Every item you pick up is one coin, and bins in level 1 drop a few more. Coins are kept between runs and
are spent in three places on the start screen.
Upgrades (U) are permanent, three levels each: extra starting life, longer duck, shorter wait between glides, slower combo decay, magnet from the start, longer late jump.
Boosters (B) are booked for a single run and paid when it starts: +1 life, +1 continue, magnet for the first 60 s, speed boost for the first 30 s. If you cannot afford them at the start, they lapse.
Skins (K) are cosmetic. Each unlocks either at a campaign best score — 6,000 / 14,000 / 25,000 / 40,000 / 55,000 — or for coins: 150 / 280 / 450 / 700 / 1,000. Riot Grrl has a third way in: finish the game once.
Upgrades (U) are permanent, three levels each: extra starting life, longer duck, shorter wait between glides, slower combo decay, magnet from the start, longer late jump.
Boosters (B) are booked for a single run and paid when it starts: +1 life, +1 continue, magnet for the first 60 s, speed boost for the first 30 s. If you cannot afford them at the start, they lapse.
Skins (K) are cosmetic. Each unlocks either at a campaign best score — 6,000 / 14,000 / 25,000 / 40,000 / 55,000 — or for coins: 150 / 280 / 450 / 700 / 1,000. Riot Grrl has a third way in: finish the game once.
ALSO IN THE GAME
Tutorial (T) — walks through jumping, gliding and stomping step by step. Nothing counts: no points,
no lives lost.
Daily challenge (D) — one run per day, starting at level 1, with the same sequence of obstacles for everyone. Once it is played, it is done for the day.
Achievements (A) — 52 of them, from a first stomp to finishing the game. They are kept in your browser, and logged-in players can share them on the timeline.
Daily challenge (D) — one run per day, starting at level 1, with the same sequence of obstacles for everyone. Once it is played, it is done for the day.
Achievements (A) — 52 of them, from a first stomp to finishing the game. They are kept in your browser, and logged-in players can share them on the timeline.
PUNK RUNNER
PUNK RUNNERloading…
👆
TAP TOP = JUMP
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👇
TAP BOTTOM = SLIDE
📱 Rotate device for better view
