Multiplayer
Airtime is a solo skill, played together. Online, other runners share your world: you see them move, talk to them, follow them, race them. The physics never changes online: every player runs the same exact simulation, and the server checks it.
Playing together#
- Realms: a server is a realm. Everyone in it sees each other on the scoreboard and in chat, while each player is free to run the map they like. Players on your map run next to you, live.
- No collisions: other players pass through you, as in UrT jump mode. Nobody can block your line or knock you off a jump.
- Goto: jump next to another player (outside a run), even on another map of the realm.
- Spectate: follow any player with their view, keys, speed and strafe HUD, the same way you watch a ghost.
- Chat and voice: text chat in the realm and on the map; voice for crews and races.
- Crews: groups of friends (the runner crews of the frozen city): a crew tag, crew rooms, crew boards and crew races.
- Players and ghosts together: live players are solid-looking runners with names; ghosts are see-through replays. Both can be on the map at once (ghosts.md).
Races#
A race is a live event on a server: online players get together, the race starts, and everyone runs at the same time. Once you drop out, you're out.
How a race works#
- Announced: the server announces the race (map, route, start time, format) in the realm and on the events calendar. Regular races run on a schedule (e.g. every hour), others are set up by a server or community organiser.
- Sign-up: players join the race lobby before the start. Late joiners watch.
- Gathering: everyone is moved to the start area of the route. The start gate is closed.
- Countdown: 3, 2, 1, go. Everyone's run starts at the same moment.
- One life: no save / load, no restart, no practice tools. Fall off, hit a reset, or miss a required checkpoint, and you drop out: you're out of this race and become a spectator.
- Finish: the order you cross the stop gate is the result. Times are measured in the simulation, so lag never costs or wins a place.
- Results: the podium, everyone's time, and everyone's replay to watch.
Formats#
| Format | How it plays |
|---|---|
| Single race | one route, one start, finish order wins |
| Knockout | several rounds on the same or different routes; the last finishers (and everyone who dropped out) are out after each round, until one runner is left |
| Cup | a series of races on different maps; points per place, the most points wins |
| Survival | a long route with no checkpoints to save you; the last runner still in wins, even without finishing |
| Crew race | crews against crews; a crew's result is the sum of its members' places or a relay (teams.md) |
While you race#
- You see the other racers live on the track, plus a live standings list: positions, who's out, the gaps at each checkpoint.
- Dropped-out players spectate the leaders, with the race camera following the closest fight.
- Races can be streamed: a spectator view with standings, splits and the cameras on the leaders.
After the race#
- A race rating goes up or down with your place against the others (an Elo-style rating per format), next to your leaderboard ranks (competition.md).
- Race results and replays stay on the event page.
- A race time also counts on the route's normal board (it's a valid one-attempt run).
Fairness#
- Same start for everyone: the start happens at one server tick for all racers, whatever their ping.
- Same physics, checked: the server runs every racer's inputs through the same simulation.
- One rule set per race: the route's own rules and the moves its map uses. Nothing can be changed during the race.
- Leaving counts as dropping out. Reconnecting doesn't bring you back into the race.
Other ways to play together#
- Building together: several builders in one map (building.md).
- Team modes: relays, team times, co-op maps, tag (teams.md).
- Cups and seasons: longer events where you have unlimited attempts in a time window (competition.md).