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CLEAN RUN

A free online platformer about keeping your speed. Twenty-four short levels, a clock on every one of them, and a ghost of your best attempt running the line beside you. There is an editor too — build a level, copy the code, send it to someone.

Most platformers spend their time taking your momentum off you: friction, speed caps, air control that fights back. This one does the opposite. Air drag is almost nothing, you can steer at full speed, and there is no ceiling you cannot go through — a dash, a boost pad and a well-read stomp all leave you faster than they found you. A clean run is the speedrunner's phrase for a lap with no mistakes in it. That is the whole game.

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Five verbs

EVERYTHING FEEDS THE NEXT THING

RUN

Hold a direction and you accelerate past the walking cap. Speed above that cap barely decays at all — once you have earned it, it is yours.

JUMP

Hold it for height, tap it for a hop. There is a grace window after you leave a ledge and another before you land, so a jump you meant is a jump you get.

DASH

A flat burst in whatever direction you are facing, and you keep a chunk of it when it ends. It comes back the instant you touch ground, a wall, a spring or a boost pad.

WALL JUMP

Slide down a wall to slow your fall, then jump off it. You cannot steer straight back into the wall you just left, so climbing one flat face is out — a chimney needs two.

SLIDE

Crouch at speed and you drop to half height and stop scrubbing speed. It is how you get under a low ceiling without slowing down for it.

STOMP

Land on an enemy and it throws you higher than a jump would — higher again if you were holding jump, and higher with every one you chain. A row of them is a staircase.

The opponent

YOU, FROM TEN MINUTES AGO

Every personal best is recorded and played back beside you on your next attempt.

A target time is a number, and numbers are hard to chase. A ghost is a shape. You can see exactly where it left the ground, which wall it took, and the moment you fell behind it — which is usually two seconds before the place you thought you lost the run. Beat it and it is replaced by the better version of you that just finished.

Four worlds, twenty-four levels

EACH ONE TEACHES ONE THING

THE YARD — running, jumping, and what landing on something does for you.
DRY CANAL — walls. Chimneys, drops, and never touching the floor.
THE STACKS — the dash: through breakable blocks, over gaps, past saws.
LAST LIGHT — all of it at once, at speed, with the floor falling away behind you.

Levels are deliberately short — two to six seconds for gold. Dying costs you almost nothing, so trying a different line is cheap and you will try a lot of them.

Build one

YOUR LEVEL, AS A CODE

The editor has every tile the built-in levels use: rock, breakable blocks, blocks that fall away under you, one-way ledges, spikes, boost pads, springs, three enemies and the orb. Paint it, test it without leaving the editor, then hit CODE and you get a short string of characters. Anyone who pastes that string has your level.

No server, no accounts, nothing to upload — the level is the code. It travels in a text message.

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Common questions

FAQ

Is Clean Run free?

Yes. It runs in your browser with no download, no account and nothing to buy. Your times, your medals and the levels you build all save on your own device.

What kind of platformer is Clean Run?

A speedrunning one. Every level is short, every level is timed to the hundredth of a second, and the whole game is built so that momentum is never taken away from you — low air friction, near-full air control, and no speed cap you cannot beat.

How long are the levels?

Short. Most are two to six seconds for a gold medal, so a failed run costs you almost nothing and you can try a different line immediately. There are twenty-four of them across four worlds.

What is the ghost?

Every time you set a personal best the game records that exact run and plays it back beside you the next time you try the level. You are racing the last good idea you had, which is a far better opponent than a number.

What moves do you have?

Run, jump, wall-jump, slide and dash. The dash comes back every time you touch the ground, a wall, a spring or a boost pad, and landing on an enemy throws you higher than a jump does — chain several and you can cross a level without touching the floor.

Can you build your own levels?

Yes. There is a full editor in the game: paint the tiles, drop in enemies, springs and boost pads, test it without leaving the editor, then copy a share code. Anyone who pastes that code gets your level.

Do I need a keyboard?

No. It plays on a phone with an on-screen stick and two buttons, and every menu is tappable. Held sideways it fills the whole screen.

Can I slow it down?

Yes. Pause and cycle SPEED between full, eased and relaxed. It runs the exact same simulation at fewer steps a second, so nothing about the physics or the level design changes — you just get more real time to see it coming. A run below full speed does not set a record, and the menu says so before you turn it on.

What are the medal times?

Every level has gold, silver and bronze targets. Bronze is for finishing without much trouble, silver rewards a tidy run, and gold needs you to actually use the dash and the wall-jumps rather than just walking it.