Airtime docs Play ▸

Gameplay

What you do in Airtime. Each page covers one area of the game.

FileWhat
learning.mdLearning the moves and finishing a jump for the first time: the first goal
mechanics/How you move: strafe jumps, ice, walljumps, crouching, wall-runs, jetpacks, double jumps, gravity flips, zones, power-ups and more
runs.mdRuns, routes, stages, speedruns, practice vs timed, the splits timetable
ghosts.mdCompeting with yourself and with other people's replays
multiplayer.mdPlaying online together: realms, spectating, crews, and races, live events where you drop out once you fall
teams.mdTeam modes: relays, team times, co-op maps
competition.mdLeaderboards, medals, rule sets and styles, events, ranks
building.mdBuilding maps, alone or together, while playing

Movement first, gunplay second. Airtime is about moving. Some sections give you a gun (a shootable switch, a story moment), but shooting is always the side dish, never the meal.

The core loop#

Two stages. Most new players spend days, sometimes a week, in the first one, and that's the game working as intended.

First: learn to finish.

  1. Try the jump.
  2. Fail, retry: one key, back to your saved spot.
  3. Learn: watch a ghost do it, use the practice tools, practise one part with save / load.
  4. Finish it once: the first big win.

Then: race.

  1. Run: start the timer, get to the finish as fast as you can.
  2. Fail, retry: one key, back to the start.
  3. Improve: check your splits, race ghosts, find a faster line.
  4. Beat a target: your best, a medal, a friend, the record.
  5. Share: your run is a ghost for others, and your map is a place for others.

Every mode in these pages is a variation on these loops.