Other games, one lesson each
Trackmania (Nadeo / Ubisoft)#
A racing game, but the closest model for Airtime's loop.
- Instant restart with one key, from the start or the last checkpoint.
- Ghosts: your best and the record, always visible. Live split deltas at every checkpoint.
- Medals: author / gold / silver / bronze per track. The author time is set by the builder driving it, which proves the track can be finished.
- The in-game editor with pieces on a grid, plus free-form "advanced" mode. "Validate" means the author must finish the track before publishing.
- Track of the Day, Cup of the Day, seasonal campaigns, clubs and rooms.
- Takeaways: medals, author time validation, track of the day, and the editor in the game.
Kinetic (Lowraiz Games, 2025)#
A first-person movement game made for speedrunning, released on Steam on 3 December 2025 (store page). It has about 50 levels and online leaderboards, and you improve your routes with momentum and portals. Each level mixes three "dimensions":
Concrete: normal first-person parkour.
Ice: gliding at speed. Its description says it is inspired by **CS surf and Urban Terror's icy mode**, made beginner-friendly.
Bounce: you bounce off any surface without losing momentum.
Takeaways:
- The closest relative on Steam: UrT-style ice sold as a modern game, so the idea has an audience.
- Beginner-friendly ice is a design goal of its own. Our version is the training tools, medals and easy tiers, with the physics left unchanged.
- Surface types as level themes (normal / ice / bounce). Airtime has bounce surfaces for exactly this.
Jet Set Radio (Sega, 2000) and Rollerdrome (Roll7, 2022)#
Two skating games with armed opponents:
Jet Set Radio: inline skaters tag a stylised city while the police chase them, with officers, then riot squads, tanks and helicopters. Mostly you skate away. Bold cel-shaded look and a soundtrack that defines the mood.
Rollerdrome: roller skating in arenas while armed enemies shoot at you (here you shoot back). Proves that skating, tricks and dodging gunfire read well together.
Takeaways: chases by armed police where moving well is your main answer (world/story.md), skates as the visual language for sliding, and a strong art style beats realism.
Momentum Mod#
A standalone Source game that collects the community movement modes in one place: surf, bhop, KZ-style climb, rocket jump, sticky jump, conc, ahop, Defrag-style modes. Global leaderboards and replays per mode, all built in.
- Takeaway: a movement game can host many rule sets side by side, each with its own boards. That's how Airtime keeps maps with different rules and moves on separate boards.
Team Fortress 2 jump maps#
Rocket jumping (Soldier) and sticky jumping (Demoman) maps with courses and timers on community servers (Tempus and others). Map tiers per class.
- Takeaway: courses inside one map, tiers, and records per class / movement tool.
Warsow / Warfork race#
A fast arena shooter (Qfusion engine, Quake heritage) whose race mode is a full movement game: dash, walljump, double jump, strafing, and online race servers with records.
- Takeaway: a Quake-family game can add movement moves (dash, walljump) on top and keep a clean race mode. Airtime's wall-runs, jetpacks and gravity flips on exact UrT physics are the same idea.
Titanfall 2#
Wall-running, slide-hopping and grappling in a shooter with some of the best-feeling movement ever made. The single-player gauntlet is a time trial with a leaderboard of ghosts.
- Takeaway: camera and sound feedback for speed (FOV, wind, the slide sound). Feel matters as much as numbers.
Ghostrunner, Neon White#
Fast first-person action platformers built around short levels, retries and leaderboards. Neon White shows friends' times on each level and hints at faster routes after you earn them.
- Takeaway: short levels with instant retry, and route hints you unlock (Airtime shows a record ghost's path once you have a medal).
Tribes (Starsiege: Tribes, Tribes: Ascend)#
Skiing: hold a key to drop ground friction, slide down slopes to gain speed, jetpack up the next hill.
- Takeaway: terrain that turns height into speed, which is the same idea as our icy drop-ins. Big open maps can be fun in a movement game, not only corridors.