Controls
- W A S D: run. Hold W on a long roof and you speed up to a sprint.
- Mouse: look. Space: jump. At a wall, Space jumps off it.
- Shift (or C): slide under things. Press it just before a long drop lands and you roll instead of crashing.
- F: fire a shock bolt at a hunter drone or the Seeker, if you have a shock cell.
- E or click: the hook. Look at a yellow ring and press it to swing. Press again to let go.
- R: back to the last checkpoint. Esc or P: pause.
- Touch: left thumb runs, right thumb looks. Jump, Slide and Hook are on the right.
Moving well
- Wall-run: jump at a wall at an angle and keep holding W. You run along it for a second or so.
- Climb: run straight at a wall and press Space. If the top is in reach, you pull yourself up.
- Vault: low walls and air vents: just keep running into them and you go over without slowing down.
- Cables: jump at the yellow handle. The cable carries you down to the next roof. Space lets go early.
- Fans: run over a big roof fan and it throws you up to the next, higher roof.
- Pipes: run onto the end of a sloping pipe and you slide down it, faster and faster. Space jumps off.
- Ropes: jump at a hanging rope. You grab it, swing and let go by yourself.
- Glass: run straight at an office window. You go through, over the desks and out the other side.
- Speed is everything. Stopping, crashing a landing or getting hit drops you back to a jog.
Set pieces
- Falling roofs: some roofs come down behind you, slab by slab, as you cross them. Don't stop.
- Toppling masts: a radio mast falls across the roof as you come. Get past before it lands, or vault it after.
- Fuel tanks: the Seeker shoots them as you run past. Keep going.
- A really close call slows time down for a moment.
Flow
- Good moves fill the Flow bar: an edge jump (jump right at the edge of a roof), a perfect roll (slide just before you land), a slide jump, a wall jump, a swing, or crashing through glass.
- A full bar makes you a little faster. It drains slowly, and a hit or a hard landing empties it.
- The name of each move pops up under the middle of the view, so you know you did it right.
The Seeker and its helpers
- The Seeker flies along your route behind you. The bar at the top shows how close it is. If it reaches you, the run is over.
- It never falls far behind. If you are slow, it catches up fast.
- Searchlights sweep some roofs. Get caught in one and the Seeker speeds up for a few seconds.
- Lasers: jump the low red beam, slide under the high one. A hit stuns you and the Seeker hears it.
- Drones patrol across some roofs. One bump slows you right down.
- Hunters: small red drones the Seeker sends after you. When one dives, slide under it. Or zap it out of the sky.
- Fight back: blue shock cells float along the route. Pick one up and press F to fire a bolt. Three hits knock the Seeker out for a while.
- Red rings: in the big runs the Seeker fires at the roof ahead of you. A red ring shows where. Get out of it before it flashes.
- Fall off, and you go back to the last checkpoint. The Seeker gets a head start on you.
The five districts
- Old Town: brick roofs and chimneys at dusk. Where you learn to move.
- Harbor: cranes, containers and fog. You get the hook here.
- Neon Heights: glass towers, giant signs and rain. Long wall-runs from sign to sign.
- The Spire: the machines' own tower, in a storm. Its last run climbs to the switch that shuts the Seeker down.
- Daybreak: the sun comes up, and a spare Seeker wakes. Pipes, ropes and glass offices, all the way home.
Three runs in each district. Finish a run for one star, and beat the two target times for two and three stars.
Gear
- Shards float along every route. Grab them and spend them in the Gear shop. You keep half if you get caught.
- Grip gloves make wall-runs last longer. Spring soles jump higher. Runner's lungs raise your top speed.
- Slide pads make slides go further. The hook motor reaches further and pulls harder.
- The shock coat shrugs off a laser or drone hit. The shard magnet pulls shards in from further away.
More ways to play
- Time trial: any run you have finished, with no Seeker. A blue ghost runs your best time beside you.
- Endless rooftops: a new route every time, one leg after another. The Seeker gets faster every leg. How far can you get?
- Seeker setting: Easy, Normal or Hard changes how fast it flies. Hard pays more shards.
How it is made
Pendar Run has no game engine. It uses the small 3D renderer from Dead Orbit, with a tilting camera for wall-runs.
- Every route is built from a recipe of moves, such as gap, wall-run, cable or hook. The same recipe always makes the same rooftops, so best times can be beaten fairly. Endless mode makes a new recipe every time.
- Each run was finished by a test bot before release, to make sure every gap can be cleared.
- The buildings, the windows and the machines are made from boxes by code. The night skies were painted by a script from noise.
- The music and every sound are made by code.
- Your progress and your best-run ghosts are saved on this device only. Nothing is sent anywhere.