How to play Rift
One button, the whole game
Rift gives you a single input. Your runner moves forward on its own at a fixed speed and never stops, so the only decision you ever make is when to leave the ground. Tap anywhere on the field, click, or press space to jump. Tap again while you are still in the air for a second, shorter jump — that mid-air jump resets every time you touch a surface, so it is a resource you spend and recover constantly.
Everything else follows from that one control. Spikes have to be cleared, pits have to be crossed, and raised platforms have to be landed on rather than run into. Hitting the side of a platform ends the attempt exactly like a spike does, so height matters as much as timing.
Reading a level
Every level is laid out left to right and shown far enough ahead that you can always see what is coming before you need to react. The camera sits behind your runner deliberately, giving you roughly two seconds of forward warning at the slowest zone speed and a little over one at the fastest.
Red triangles are spikes and sit on whatever surface they occupy. Gaps in the floor are pits — falling into one ends the run. Raised slabs are platforms you can stand on, and the white diamonds floating above the ground are gems. A single jump carries you a bit under six columns at full speed and rises high enough to mount any platform in the game from flat ground, so if something looks impossible you are usually jumping too late rather than too early.
Stars, gems and why you replay
Finishing a level earns one star. Collecting every gem in it earns a second. Finishing without dying once earns a third. Most players clear a level on the first star, then come back for the other two, and that is the intended shape — the levels are short enough that a perfect run is a realistic goal rather than a grind.
Deaths cost you nothing except the third star. When you fail, the level restarts immediately with no menu, no countdown and no penalty, which keeps the loop tight: you see the mistake, you go again, you fix it. Your best result on each level is kept, so a three-star run can never be undone by a sloppy one later.
The four zones
The twenty-four levels are split into four zones, and each one runs faster than the last. Surface teaches a single idea per level — one spike, one pit, one step, one platform — at a pace that gives you time to think. The Depths starts combining them, so a jump now has to clear a pit and land on a platform rather than just get you off the ground.
Furnace tightens the spacing and adds spikes on raised steps, which punishes the habit of jumping at the last possible moment. The Void runs fastest of all and assumes you have learned everything before it, stacking pits, spikes and single-column platforms into sequences that need to be planned two or three jumps ahead rather than reacted to.
Levels unlock in order, one at a time, so the difficulty curve is never optional. If a level feels unfair, it is usually asking for an earlier jump, a held rhythm, or the mid-air jump you have been saving for nothing.
Frequently asked questions
How many levels does Rift have?
Twenty-four handcrafted levels across four zones, each zone faster than the last. Levels unlock in order as you clear them.
How do I get three stars?
One star for finishing, a second for collecting every gem in the level, and a third for finishing without dying once.
What are the controls?
A single input. Tap the field, click, or press space to jump. Tap again in mid-air for a second jump, which resets whenever you land.
Is my progress saved?
Yes, in your browser. Stars and cleared levels persist between visits, and nothing is uploaded to a server.
Are all the levels actually beatable?
Yes. Every level is verified by an automated solver in the test suite, which checks both that it can be completed and that every gem in it is reachable.