Play Guide

The puck goes where you hit it—but your movement, angle, timing, height, and spin decide what happens next.

What do the skills do?

Q / U

Barrier

Places a temporary wall directly in front of you. It reflects grounded shots, can break under hard impacts, and stays where you cast it.

3 seconds18-second cooldownHigh lobs clear it
E / I

Redirect

Briefly primes your next deliberate charged strike, dodge hit, or flip hit. The contact preserves incoming puck speed but redirects it toward your facing direction; lateral movement still adds spin.

1.8-second window13-second cooldownNo free power
R / O

Warp

Raises your movement speed by 48% for two seconds. Use it to recover to goal, beat an opponent to a loose puck, or create space for a run-up.

2 seconds16-second cooldownStacks with boost

Precision touches, traps, and feints

Center contact

Meet the puck near the center of your forward face for the strongest direct rebound. Your approach velocity still carries into the shot, so a clean run-up matters.

Edge contact

Contact toward either side of the paddle trades a little direct power for strong spin in that direction. EDGE HIT appears when the contact is far enough from center, and the touch is recorded in the match statistics.

Soft trap

Hold Strike as a grounded puck reaches you without dodging or flipping. Instead of a full rebound, the puck is cushioned into a slow touch along your facing direction. Keep holding to build the follow-up charge.

Charge feint

After charging for roughly 0.16 seconds, jump or begin a ground dodge to cancel the shot. A successful feint costs 12 boost and suppresses that strike release, letting you bait a barrier or challenge without creating a free cancel.

Clean landing

Land a directional aerial flip while still carrying at least about 72% of normal maximum speed. Damping is reduced for 0.55 seconds and your temporary speed ceiling rises slightly, rewarding controlled recoveries.

Charged strike timing

A full charge takes 0.9 seconds. Releasing starts a 0.62-second strike cooldown whether the attempt connects or misses. Very close, strongly charged, well-aligned hits become perfect lobs.

Spin shots and trickshots

CURVED FLIGHT

Cut across the puck

Sideways paddle velocity adds spin. Approach diagonally and strike across the puck’s edge; more lateral speed creates a stronger curve.

WALL TOUCH

Wall trickshot

Bank the puck off a side wall, then meet it before the trickshot window expires. A clean follow-up increases spin and awards 12 boost.

RUN-UP

Perfect lob

Hold strike, get very close, face the puck cleanly, and release above roughly 72% charge. Perfect timing lifts the ball instead of only driving it forward.

How do aerial plays work?

  1. 1Create heightPerfect charged hits and committed dodge hits can pop the puck upward.
  2. 2JumpPress C for Player 1 or Right Ctrl for local Player 2 to meet the rising ball.
  3. 3Flip oncePress jump again in the air while steering. The directional flip is a committed, powerful aerial contact.
  4. 4Read the shadowThe puck’s ground shadow shows its landing point. High balls pass over grounded players and barriers by design.

What do BoostPads do?

Small cyan pads

Add 26 boost and return after four seconds. Rotate through them instead of waiting in goal.

Large orange time pads

Reduce every active skill cooldown by five seconds and return after eight seconds. They can only be collected while at least one skill is cooling down.

Using boost

Hold the Shift key shown beside your boost meter. Boost raises maximum movement speed by 42% and drains while active.

Movement skill gap

Save boost for recoveries and challenges. Double-tap a movement key for a dodge; its two charges refill independently.

Player and arena customization

Player color

Your chosen glow color identifies your paddle, trail, goal-side HUD, and ability effects. It is saved in this browser and has no effect on speed, reach, collision size, or cooldowns.

Hats

Choose None, Party, Doctor, Crown, Wizard, Pirate, Baseball Cap, Viking, Chef, or Halo before play. Hats are lightweight 3D cosmetics attached above the paddle. They have no collider and cannot block the puck or increase aerial reach.

Arena designs

Circuit is the original cyan grid, Solar Court uses a warmer magenta-orange surface, and Glacier uses pale ice-blue lighting. Every design has the same dimensions, walls, goals, pads, and physics.

Puck skins

The host chooses Core, Reactor, Prism, Comet, or Disco for the shared puck. Geometry, surface, glow, landing marker, and trail color change, but the collision radius, mass, speed, spin, bounce, and aerial behavior do not.

Who chooses online?

The player opening the online room is the host and locks the arena, puck skin, and Classic or Chaos rules. Invitees see those shared settings in the lobby. Each player still brings their own name, color, and hat.

Local and computer matches

The first player chooses the arena and their own hat. The computer wears the Doctor hat; local Player 2 wears the Party hat so both sides remain visually distinct.

Are cosmetics competitive?

No. Cosmetics are intentionally presentation-only. All gameplay calculations continue to use the same invisible circular paddle body regardless of hat, color, or arena.

What is outside the arena?

A dim static signal-city silhouette and ground-level horizon ring frame every arena theme. The original backdrop uses two draw calls total, adds no lights or textures, and is hidden entirely in Low graphics mode.

What are the new match effects?

Directional sparks reveal impact angle, and the ground ring makes airborne landing points clearer. Sparks use one pooled draw call with no per-hit mesh creation and remain visible in every graphics mode.

Do the portal goals change play?

No. The brighter arch, faint energy curtain, brief scoring flare, and compact goal burst are cosmetic presentation around the original opening. Goal width, posts, scoring boundary, puck visibility, and collision behavior remain unchanged.

Classic, Chaos, and Training

Classic

The default competitive ruleset remains deterministic. It has no random arena events, and all existing abilities, pads, puck physics, and cooldowns behave as documented.

Chaos

An optional match rule for AI, local, or online play. Roughly every several seconds it chooses either a telegraphed temporary wall or a six-second void-floor phase. The host owns online event state so both players receive the same walls and friction.

Chaos walls

A pink wall telegraphs for one second before becoming solid for the puck and both paddles. It lasts six seconds, uses one of several central positions and orientations, then disappears.

Void floor

The main floor and grid disappear for six seconds while ground damping falls to 18% of normal. Acceleration remains available, but braking and direction changes require anticipation. The arena boundaries and goals never disappear.

Training drills

Choose Barrier timing, goal-line saves, aerial interception, curved bank shots, or boost routing. Each drill launches a repeatable scenario, detects the intended action using match physics, records completions, and resets automatically.

Saves and streaks

A save only counts when the puck's current trajectory projects through the defended goal opening. It grants five boost. Repeated saves, connected charged shots, bank follow-ups, and aerial contacts show streak messages but grant no additional streak advantage.

Frequently asked questions

Why did the puck pass through me?

If it is visibly above your reach, that is an intentional lob. Jump to contest it. Ground-level collisions use authoritative swept detection online.

How do I hit harder?

Use a longer charge, a fast run-up, or a committed dodge or aerial flip. Redirect changes direction rather than granting free power.

Can I change the camera?

Scroll the mouse wheel to move between a tactical top-down view and a slightly lower 3D perspective. The board and movement orientation never rotate.

How does a match end?

First to 10 goals wins. Both players vote with their strike button to continue; match-win points remain in the lobby.

Which controls work online?

Both online players use WASD, Space, C, Shift, Q/E/R, and the T plus 1–5 emote wheel on their own keyboard. Local Player 2 uses arrows, Enter, Right Ctrl, Right Shift, U/I/O, and Y plus 6–0 for emotes.

What is the trajectory guide?

Press P to toggle the optional puck trajectory guide. It helps learning, but reading spin, walls, and height remains part of mastery.

What appears after a match?

The results screen compares touches, edge hits, perfect hits, traps, bank shots, aerials, feints, and clean landings. These are performance details, not rating modifiers.

How is online play synchronized?

Player 1 currently owns the private match simulation and sends ordered puck, player, ability, score, height, and spin snapshots at 60 Hz. Player 2 predicts only their own movement. This is suitable for private play, not cheat-resistant ranked competition.

Is anything random?

Classic has no random competitive outcome. Every kickoff places the puck motionless at center; pads have fixed locations and respawn times; abilities, dodges, physics, and arena geometry are deterministic. Chaos is explicitly opt-in.

What does the player counter include?

It counts everyone currently inside a match across all modes: one player for a computer match, two for local 1v1, and one heartbeat from each online player. Start-screen visitors are excluded, and abandoned sessions expire after roughly 25 seconds.