Deadstick
Thrust a deadstick lander through procedural caves on refuel, cargo, rescue, defuse, and tether missions.
Objective
Each cave drops you in with a finite fuel tank and a single mission objective. Pilot the lander to its goal, then touch down upright and slow on a pad. Brushing a wall, ceiling, or floor is instant death. Clear caves in sequence to climb the mission ladder — they get tighter and twistier as you go.
Controls
| Input | Action |
|---|---|
| ← → / A D | Rotate lander left / right |
| ↑ / W | Thrust along nose direction (burns fuel) |
| Space | Toggle tether lock (only on tether missions); also confirms menus |
| Esc | Pause |
| Touch left third | Hold to rotate left and thrust |
| Touch right third | Hold to rotate right and thrust |
| Touch middle | Hold for pure thrust (no rotation) |
How it works
- Physics — gravity pulls down at
0.022px/frame², thrust pushes along the nose at0.055px/frame² (roughly2.5×gravity). Drag is almost nonexistent, so every nudge carries. - Fuel — tank starts at
1000; each frame of thrust burns0.28. The HUD bar turns amber under 60%, red under 30%, and pulses below 20%. Run out and you're a passenger. - Landing tolerances — touchdown is only safe when vertical speed ≤
2.0, horizontal speed ≤1.4, and tilt within~23°. The on-canvasHVEL / VVEL / TILTreadouts turn red the instant any value is unsafe. - Mission rotation — caves cycle through six types in order:
LAND,REFUEL(hit 3 fuel pads in order, each gives+380fuel),CARGO(pickup then deliver — cargo makes you1.35×heavier),RESCUE(land and hold3sto board the miner),DEFUSE(hover within the dashed circle for4s),TETHER(snag the crate, fly it to the green pad — wall contact destroys the crate). - Pad cues — pads glow green when your current speed and tilt would survive a touchdown, red when they wouldn't. A rising sine tone climbs as you near a clean approach.
- Crash & retry — a wreck doesn't end the run. You respawn on the same cave with full fuel, but your streak resets to
×1.0.
Scoring
- Mission base:
1000points awarded on every clear. - Fuel bonus: remaining fuel
× 10— a full tank is worth almost10,000on its own. - Streak multiplier: total payout is
(1000 + fuel × 10) × streak. The streak starts at×1.0and gains+0.1per clean clear, capped at×5.0. - Streak reset: any crash — wall, ceiling, hard landing, bomb contact — snaps the streak back to
×1.0. - Run progress: each cave is harder (tighter walls, more drift), so the same mission deeper into a run is worth more because your streak is higher.
Strategy
- Feather the thruster. Thrust is
2.5×gravity, so short taps are usually enough to hold altitude. Long burns waste fuel and build sideways velocity you'll fight on the pad. - Kill horizontal speed early. Drag is near zero, so any sideways drift you don't cancel meters above the pad will still be there at touchdown — and
±1.4is a tight cap. - Read the HUD readouts, not the pad. The pad glow only checks alignment when you're close;
HVEL / VVEL / TILTtell you the truth from anywhere. If any is red, abort the approach. - Refuel pads in order. Hitting
F2beforeF1does nothing — no fuel, no progress. Plan the descent line so you flow F1 → F2 → F3 down the cave instead of backtracking. - Carry cargo light. Cargo bumps effective gravity by
35%, so pickup-to-delivery is the danger zone. Top off rotation correction before you grab the box, not while holding it. - Tether: never let the crate touch a wall. Wall contact destroys the crate and the mission. Fly slow, swing the pendulum out wide of every choke point, and toggle tether free for a moment if you need a tight maneuver.
- Protect the streak more than the score. At
×5.0a single mission is worth5×what it pays at×1.0. Bail out of a sketchy approach and reset to hover rather than risk a crash that wipes the multiplier.