RizeCycles · Web Beta
0.10.0 · web integration 6
Build glass tiers, dodge trails and race AI riders through a changing arena. Choose 2, 3 or 4 riders, set a summit height, earn TRON and customize your rider in the garage.
Play RizeCycles ↗Controls
- A / Left and D / Right: steer.
- W / Up, Shift or B: boost. Space / S / Down: jump.
- Escape: pause. C / Wide view: switch between follow and arena views. Your choice stays set between races.
- Touch: tap either side to turn; use Boost and Jump; double tap the centre to jump.
What to expect
Desktop keyboard and mobile touch controls are included. WebGL graphics are required. Current play is against AI; online multiplayer is unavailable. Save data stays in this browser on this origin. A native or previous website save does not transfer automatically.
This beta still needs hands-on desktop and phone testing. Report wall clipping, unexpected boost-charge changes, unreadable controls, or problems saving garage progress with your browser and device.
Release notes
Web integration 6: cycles now have solid faceted bodywork, fuller tyres, articulated riders, and wraparound helmet visors. Bike bodies and riders use luminous materials; wheel rims are dark, non-glowing metal. All four team colours and equipped cosmetics carry through. The library icon and garage rim previews match that treatment. Collision sizes, acceleration, turns, jump, boost, rubber and saves are unchanged.
Web integration 5: gradual acceleration now belongs to each rider. Riding adds 6% of the original speed per minute to current momentum; turns shed speed and it builds again from there, without automatically returning to cruising speed. Boosts still accelerate quickly. The same rules apply to AI. Wall rubber burn still follows impact speed. New illustrated icon reflects the light cycles and transparent glass tiers.
Web integration 4 (superseded by integration 5): after the four-second opening ramp, race pace keeps rising by 12% of the original speed per minute of active play, equally for all riders. Growth is gradual, linear, and resets each race. Faster wall impacts burn rubber faster for that contact; the escape-time display uses the actual burn rate. Boosts still add speed and turns still slow you down.
Web integration 3: each race begins at 35% of normal movement speed and eases up to full speed over four seconds of active racing. The same ramp applies to you and AI riders. Pausing freezes the ramp; each new race starts it again. Integration 4 extends this with ongoing acceleration; boost settings are retained.
Web integration 2: summit shortcuts are now 5, 10, 67, and 100. New players start at 67; existing saved heights and the custom 5–250 range are preserved. Mobile sizing now follows the available viewport; the height field uses larger text to avoid focus zoom. Touch devices start in an arena view that fits the screen and reserves space for controls. A labelled Wide view / Follow view control remembers your choice between races. Actual iPhone verification is pending.
The 0.10.0 source brings the existing arena, summit, AI, garage and earned cosmetics to FGS Play. Dev-log videos and rewarded ads remain removed. This web integration adds library navigation, familiar keyboard alternatives and the shared between-match contract. The economy is unchanged. Web integration 2 adapts camera framing; integrations 3–4 add the requested acceleration and speed-sensitive rubber burn.
Ads are off. No ad reward, multiplier, preroll or in-race placement is enabled.