Airtime docs Play ▸

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.