Rules · controls · fair play

How to play

Every number on this page is read straight from the game's shared physics configuration, so it always matches what the simulation does.

Controls

SteerPress the direction you want to go on screen: W A S D or the arrow keys. Up is always up the screen. Each press is an instant, exact 90° turn; pressing the way you already go, or straight back, does nothing (no accidental U-turn into yourself). Presses faster than the game's 60 Hz tick are queued, one turn per tick. In the chase cam, and with "Relative" steering in Settings, A/D turn left/right relative to your bike instead.
BoostHold Space: 392 u/s, costs 45 energy/s.
BrakeHold Shift: 210 u/s for precise timing, costs 20 energy/s. If boost and brake are both held, brake wins.
Normal280 u/s. Energy regenerates at 18/s (max 100) only when neither ability is held.
CameraC cycles the camera: Follow (close, always north-up), Chase (behind your bike) and Whole arena. A minimap in the corner shows every rider, their trails and the border.
SettingsEsc. Online matches keep running while settings are open; practice pauses. All keys can be rebound.

When energy runs dry mid-ability, your vehicle drops back to normal and the ability stays off until you release the key — no flickering on and off.

Trails and the safe wake

  • Every light cycle leaves a continuous wall of light. A wall is lethal to everyone — including its owner. Its floor line marks exactly how wide the lethal wall is.
  • Walls don't last forever: each piece fades over its last seconds and disappears 8 seconds after it was laid. A fading wall still kills until the moment it is gone.
  • The last 22 units of path directly behind a living vehicle are its safe wake, shown as a faint wall still rising out of the floor. It is measured along the path, not as a radius, so turning back into your own older wall is still fatal — two quick taps in the same direction is a U-turn into yourself.
  • Glow and reflections are decoration only: collision uses the wall width (7 units) and nothing else.
  • Touching another vehicle eliminates both of you, whoever "hit" whom.

The arena

TimeArena
0:00 – 0:30Full size (1600 × 900)
0:30 – 1:10Shrinks evenly to 80%
1:10 – 2:00Shrinks evenly to 50% (800 × 450)

The orange border is lethal. Trail outside the border is removed; any part still inside stays lethal. A faint dashed outline shows where the border is heading next.

Winning, placements and draws

  • 1v1 Duel: best of three rounds — first to two round wins. A round ends when one player is left, or after 120 s.
  • Drawn duel rounds (both eliminated on the same simulation tick, or both alive at the time limit) award no point and are replayed. After two drawn replays, a third draw ends the match as a draw.
  • 4-player FFA (coming soon): one round in a very large arena (2.5× the duel arena in each direction; it shrinks on the same schedule). Last vehicle alive wins; everyone else is ranked by how long they survived. Eliminations on the same tick share a placement. Several survivors at the time limit share first.
  • Nothing is ever decided at random.

Connection problems

If you disconnect from an online match, your slot is held for 8 seconds. During that time your vehicle keeps flying straight with abilities off and can still be eliminated. The game never pauses for a disconnect. Reconnect within 8 seconds to take back control; after that, you forfeit the round.

Fair play

  • Online, the game server runs the only authoritative simulation. Your browser sends key presses, nothing else.
  • Every vehicle has identical physics. Nothing can be bought, and cosmetics never change hitboxes.
  • Practice bots are always labelled and never appear in online queues.
  • Ninety has no wagering, deposits, cash prizes or withdrawals.

Try it in practice