The one rule
Your flock is your lives.
Fly alone and a single spire ends the run. Reach a stranded bird and it falls in behind you: your score now climbs faster, and the next crash costs the bird at the back instead of the run.
That is the whole game. It means the greedy line — the detour, the tight gap, the bird you probably shouldn't go for — is also the high-scoring line, and every mistake takes away something you went out of your way to save.
Rescue
Reach a lost bird and it joins the tail of your flock.
Multiply
A longer flock scores faster. Streaks stack on top.
Survive
A crash scatters the bird at the back — not you. Unless you're alone.
In flight



What's in it
Twelve places
Waking hills, river valley, sunscorch, ice shelf, emberfall, owlwood and more — each with its own sky, ground, obstacles and sound.
A journey with a map
Every run is a leg between two landmarks. Twenty-six to reach, and a map that remembers every one you have.
Eleven birds
Eight earned with feathers you win by playing, and three that carry a small boost. Nothing expires.
Daily missions
A fresh set every day, each one a reason to fly differently from the way you usually do.
Three leaderboards
Your best run, the furthest landmark you have reached, and every point you have ever scored. You are on them from your first run, without signing in.
Achievements
Six of them, through Google Play Games, for the flocks and the centuries.
Plays offline
Signing in is optional. No account, no network, no permissions — the whole game still works.
Free. Nothing interrupts a run.
Rewarded ads are always yours to decline — lives refill on their own either way. There is one banner on the home screen and none in the air: no ad ever appears between you and a spire. If you would rather see none at all, you can remove them.