Veltrun Stunt Racing
Momentum racing adventure
Related categories
Game information
- Players
- One player
- Category
- Action
- Controls
- Touch, mouse, keyboard
- Languages
- 20 languages
- Price
- Free
- Played
- 1 time
About Veltrun Stunt Racing
The last ferry has left the industrial islands. A courier straps a salvage flywheel to a two-wheel sled and follows the old service rails, delivering tools from the harbor to the storm workshops.
Ride 20 racing routes with two controls: Jump and Turbo. Chain energy pickups, clear cargo for bonuses and race through circular rails.
How to play Veltrun Stunt Racing
The sled accelerates and manages its cruising speed automatically. Tap Jump or press Space, Up or W to jump; hold Turbo, Shift or E for a burst. Follow the energy trail over cargo and steam. Energy pickups refill Turbo and grow a three-second chain: every six rewards raises the score multiplier, up to ×4. Passing a hazard cleanly in the air awards bonus points and energy. Impacts and a three-second gap break the chain. Circular rails use Turbo automatically as you approach and climb; leave the sled on the track to enter. Slopes and airtime still affect momentum. Reach the finish gate on each route. Elevated rails carry the three optional scrap pieces; the lower track remains a valid finish line. You have three hull points. A surviving impact returns you to the latest checkpoint and keeps collected items; collected energy and jump bonuses cannot be collected again. Spring plates launch your sled. Timed bridges leave a lower recovery line when shut. Complete a route to unlock the next and Hard mode. Replay cleared routes for times and medals, or try the daily route.
Controls
- Touch
- Tap Jump to jump; hold Turbo for a burst. The sled moves automatically.
- Mouse
- Click Jump to jump; hold Turbo for a burst.
- Keyboard
- Press Space, Up or W to jump. Hold Shift or E for Turbo. Acceleration and cruising speed are automatic.
Features
Twenty route deliveries
Race 20 authored itineraries across Harbor, Quarry, Canal Works and Storm Works. The first delivery includes a forgiving practice circle; later routes add larger and combined circles.
Two controls and energy chains
Automatic cruise leaves two choices: Jump and Turbo. Energy trails recharge bursts, clean jumps add bonuses, and a three-second chain grows to a ×4 score multiplier.
Complete circular rails
A small Harbor circle appears early in the first delivery. Storm Works adds larger and repeated circles. The sled automatically spends available energy on the climb; insufficient speed still breaks physical contact.
Three medals per route
Finish for one medal, collect all three scrap pieces for another, and finish without impacts within the shown target for the third. Best route times and medals stay on your device.
Checkpoints and replay
Three hull points and route checkpoints make mistakes recoverable. Retry the same route, revisit completed deliveries, or choose Hard and daily runs.
Tips
- Follow the rising energy trail and jump over cargo. A clean crossing refills Turbo and adds a score bonus.
- Keep collecting within three seconds to grow the chain. Every six rewards raises the multiplier, up to ×4. An impact breaks it.
- Save manual Turbo for a clear stretch or a jump toward the optional upper rail.
- Stay on the track before a circular rail. The sled uses its available energy to power through automatically.
- Watch steam lights and bridge lamps. Energy pickups and scrap refill Turbo, but already collected items stay collected after a checkpoint return.
Frequently asked questions
Which controls do I need?
Only Jump and Turbo. The sled accelerates and manages cruising speed automatically. Tap Jump or press Space to jump. Hold Turbo or Shift for extra speed.
How do I charge Turbo?
Collect the energy cells along the track. Scrap pieces and clean airborne crossings over hazards also refill it. The sled also slowly recharges while moving without Turbo.
Do I need every scrap piece to finish?
No. The three pieces are optional and award an extra medal. The lower track remains a valid way to reach the finish.
What happens if I fail a circle?
The sled automatically uses available Turbo as you approach and climb a circle. If there is still too little momentum, it loses contact and falls toward the recovery track below.
Are progress and records saved?
Completed routes, best route times, medals and missions are saved on this device. Clearing browser storage removes them.
Can I play on a phone?
Yes. There are two large buttons: tap Jump and hold Turbo. You can use them together with two fingers. The sled moves automatically in portrait and landscape.
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