Volant Orbit Jump
One-tap orbit jumping gamePlay with a friend
Related categories
Game information
- Players
- Alone, or with a friend through a room link
- Category
- Action
- Controls
- Touch, mouse, keyboard
- Languages
- 20 languages
- Price
- Free
- Played
- 4 times
About Volant Orbit Jump
A brass bob on a silk cord climbs from a dawn hayfield through the cloud floor and a thunderhead to the night sky above the aurora. Each rotor on the way turns on its own, and only a clean release carries you to the next.
Circle a spinning rotor, tap to let go and fly into the next ring. Aim through its bright centre for a Perfect and climb eight skies.
How to play Volant Orbit Jump
You circle a spinning rotor on a short cord. Tap, click or press Space to let go: you fly straight along the line you were moving on. Fly into the next ring and its rotor catches you; miss every ring and you fall. A short aim line shows where a release would take you and lights up when it meets a ring. Rotors spin both ways, so watch the arrows on each ring. A release whose line passes through the bright centre of the ring is a Perfect: Perfects in a row build a streak that adds points to every catch and makes the next flight faster. The cord wears out after a few turns (the gauge around your rotor shows what is left), so do not wait too long. Catching the ring after the next one is a Skip and scores extra. Fly through sparks for more points. Every fifteenth ring is a gold gate that takes you to the next sky, with faster rotors, smaller rings and longer gaps.
Controls
- Touch
- Tap anywhere to let go of the rotor.
- Mouse
- Click anywhere to let go of the rotor.
- Keyboard
- Space, Enter, W or the up arrow lets go of the rotor.
Features
One tap, one rule
Circle a rotor, tap to let go and fly into the next ring. Nothing is held and nothing else is pressed.
Perfect streaks
Fly through a ring's bright centre for a Perfect. Each Perfect in a row adds one more point to every catch, up to ten, and speeds up the next flight.
Eight skies
Journey climbs eight stages of 15 rings, from Hayfield at dawn through Cloud Floor, Thunderhead and Aurora to Zenith. Each sky brings faster rotors, smaller rings and a new layout: alternating spins, sliding and circling rotors, forks and spark lines.
Endless and daily
Endless keeps climbing past the eighth sky with the tempo still rising. The daily climb gives everyone the same rings for the day and compares your score with that day's players.
Hard mode
Opens when you reach stage 5: rings are a fifth smaller and the aim line is gone.
Tips
- Watch the aim line, not the bob: tap a moment before it reaches the ring's centre, because the line keeps turning while your finger comes down.
- A rotor that spins the other way from your arrival whips you round with a short stall; give it half a turn to settle before you aim.
- Perfects in a row add up to ten extra points a catch, so a clean streak is worth more than a fast climb.
- The cord gauge turns red on its last turn: if the release does not line up by then, take any line that meets the ring.
- Sparks sit on the line that passes through the next ring's centre, so a Perfect usually collects them too.
Frequently asked questions
How do I get a Perfect?
Let go when the aim line points at the small bright circle in the middle of the next ring. The ring catches you either way; through the centre it is a Perfect and your streak grows.
Why did my cord snap?
A cord holds a few turns, three in the first four stages and two and a half after that. The gauge around your rotor shows the turns left and turns red on the last one; when it runs out you are flung off on the line you were moving on.
Can I start from a later stage?
Yes. In Journey, stages 3, 5 and 7 open as start points once you reach them, and each start keeps its own best score.
Does it work on a phone?
Yes. Tap anywhere on the screen to let go; it plays upright or sideways and in full screen.
Is my progress saved?
Your best scores, the stages you reached and your missions are saved on this device.
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