Tilt to steer, push forward for speed, back to brake. Tap the middle of the screen to pause. Beat the clock to every checkpoint or the snow melts away. Hold the boost ring to burn your tank once it passes the notch. Touch mode: drag like a thumbstick. Keys: arrows or WASD, hold Space to boost.
WASD or arrowsSteer left and right, gas and brake
Space or ShiftHold to boost, once the tank passes the notch
MouseHold the left button and drag like a joystick, right button boosts
PFMPause, fullscreen, mute
Beat the clock to every checkpoint or the snow melts away. Stay between the marker poles for a clean line bonus.
Field guide
Checkpoints. Roll through each arch before its clock hits zero. Arriving early banks a few spare seconds and points. Every leg gets longer and faster.
Melting. In the last seconds the ball thaws. The faster you roll, the faster you pack on snow. Miss the arch and it is gone.
Boost is a tank. Hold the ring to burn it, let go to stop. It needs the notch (25%) to light. Burning it sheds a little snow.
Frost crystals, ice spires and nitro cans fill the tank. Stopwatches add seven seconds.
Ice core adds a crystal shield. Granite plating is a heavier stone shield that lasts longer. Aurora veil makes you untouchable for eight seconds. Only one shield type is worn at a time, and a new one tops up or swaps it. Shields wear away on their own, ice faster than granite, so grab them when you need them.
Avalanche breaks a real avalanche loose: a wall of snow overtakes you and runs down the mountain with you for twelve seconds while the ball swells to a giant, sticky, unstoppable size. It flattens trees, rocks, huts, animals, skiers and the snowmobiles chasing you (double points), and takes no damage.
Twin ball sends a little glowing copy swinging along beside you for sixteen seconds. It scoops up pickups on its own, and if you would have been wrecked it can take the hit once.
Speed rings hang over the course. Fly through one for a kick forward, and chain them for more. The slower you are, the bigger the kick.
Slick wax cuts friction. Snow bloom packs on size. Snow magnet reels pickups in and doubles growth.
Canyons, roads and rivers cut across the slope. A sign warns you and gives the speed you need: carry it to the lip and you fly across, come in too slow and you fall, get flattened by a truck or are swept away. Each checkpoint asks for more speed. Boost on the runway if you are short, and ease off if a sign says you are too fast.
Luge bends. The whole track banks into the corner. The fast line, a green dashed ribbon with flag gates and crystals, climbs the wall while the course turns away below. Ride it through the gates for a combo; the bend pays out when you leave it.
Spring boots last 22 seconds. Tap the boost ring to jump, or hold it to jump and boost. You get two more jumps in the air, and it slips you out of a lasso and over roofs.
No speed limit. The faster you go the more the world fights back: gusts throw the ball about and a wreck costs far more. Milestones at 250, 300, 350, 400, 450, 500 and 600 km/h each pay a bonus.
The mountain's avalanche. From about 2 km on, a wave of snow breaks loose behind you and chases you down the hill, faster every time. The meter under the clock shows the gap. Outrun it for a big bonus, or stay just ahead of it for close-call points. If it catches you it drags you along and eats the ball until you burst out of the front (boost, jump or grab a power-up), or you can stand on the brakes and let it roll over you.
Close shaves. Whistle past a tree or rock at speed without touching it and chain them for a multiplier. Scrape through a checkpoint with under a second and a half left for a clutch bonus and a beat of slow motion.
Skiers and snowboarders carve down the hill. Hit one and you lose some snow. Slip past close and fast for a close-call bonus.
Grind rails. Fallen logs and steel pipes sit on the course with a striped kicker. Line up on the ramp and you hop on. Steer against the sway to keep the dot in the green: the longer and faster you ride, the more it pays. Lose your balance and you bail.
Snowmobiles. A rider in a cowboy hat comes up from behind, pulls alongside and whirls a lasso. A red ring lands on the snow ahead of you: get out of it by steering, jumping or changing speed and you score a dodge bonus. If it gets you, the rope drags you sideways and slows you down. Wiggle left and right (or boost) to snap it, before you are hauled in and lose snow. Ram the sled to wreck it for a big bonus.
Forest types. Every few hundred metres the mountain changes: spruce, birch, larch, burnt forest, rock and more, each with its own trees, ground colour, haze and weather.
Huts. Hit the door and it swings open, roll straight through. Big and fast, you smash the walls instead. Or take the ramp beside a roof for a jump.
Crates hide loot. Snowmen add snow. Old firs, cairns and boulders only break for a big, fast ball. Birches and dead trees go easily.
Low snow. A small ball breaks on the next hard hit. When the screen pulses red and cracks, slow down and steer for the glowing snow bloom, or an ice core, and you are back in the game. Grabbing one while it flashes pays a bonus.
The course. Blue and red marker poles line the run. Roll between them for a clean line: every 300 m adds a level, more points per metre and a bonus. Outside the poles the snow is rough and slow.
Shield. An ice core wraps the ball in a glowing crystal skin that soaks hits. It cracks and blinks amber when nearly gone, then shatters. Hits without it knock lumps of snow off the ball.
Deep snow packs on size and a little armor but slows you. Ice kills your steering. Campfires knock chunks off.
Slush splashes and soaks the ball, and a slow ball bogs down and melts a little. Mud plasters it brown and drags at a slow ball. A fast ball skims over both, and clean snow washes it off again.
Wildlife. Rabbits, foxes, goats and deer live on the slopes, and hitting them pays a few points. Birds burst out of the trees. Watch for rolling rocks that come down a slide: they hurt, unless you are big and fast enough to smash them.
Speed smashes things. A fast, big ball barely slows down and just takes a little damage as it goes. Small or slow, you bounce off and it hurts.
Jumps have a green chevron landing zone with flags. Land on it and the powder soaks up the impact, overshoot into the amber and it is a hard hit. You can steer a little in the air.
Chevrons. A small icon with chevrons above the pad guides your speed for the next jump, crossing, rail or checkpoint. Green is right, amber is a little off, red is a lot. Arrows up mean go faster, arrows down mean ease off.
Pause. Tap the middle of the screen, press P, or use the two-bar button. From the pause screen you can resume or start over.
The pad at the bottom shows your input: dot up is gas, down is brake. The score multiplier climbs with speed.