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Story mode

A single-player campaign that teaches every mechanic through a story in the frozen city (setting.md).

The story in one paragraph#

You are a new runner in the frozen city. A crew of runners takes you in, teaches you to move on ice, and gives you deliveries. One delivery is something the authority wants back: a recorder with the traces (recorded runs) of every runner in the city. The authority wants them, because a trace shows every secret line. Now its Wardens hunt you across the ice. Speed is your best weapon.

Characters#

WhoRole
Youa new runner, never seen, only heard breathing; your body and blades are what you see
The crew leada veteran runner, your voice on the radio, teaches the lines; their trace is the ghost you chase in early chapters
The rivala runner from another crew, faster than you; you race their trace all game and meet them live at the end
The builderbuilds lines (the map editor in the world); unlocks the editor in the story
The Warden captainleads the pursuers; heard on their radio, seen in chases

How the story is told#

  • Radio voices while you run (the crew lead talks you through a line).
  • Places and graffiti: tags with records, posters of the authority, notes at checkpoints.
  • Short scenes between chapters (seconds, skippable), never during a run.
  • Traces as story: some chapters let you replay a character's run as a ghost, and the ghost tells the story (where they went, where they fell).

Chapters#

Each chapter teaches one thing, then tests it. Every chapter has a timer, medals and its own board, so the story is also a speedrun.

#ChapterPlaceTeachesBeat
1First icethe canal districtrunning, sprint, jumping, the feel of icethe crew finds you; first delivery
2Linesthe rooftopsstrafe jumping, air strafingrace the crew lead's trace
3Wallsbetween the towerswalljumps, ledgesa delivery to the top of a tower
4Drop-inthe reservoirdrop-ins, bowls, curvesthe reservoir's legendary line
5The recorderthe heated corecrouching, power slide, quiet routesyou pick up the recorder; the alarm goes off
6Run (chase)the frozen highwayeverything, at full speed, under firethe Wardens chase you on skates, shooting
7Undergroundstormwater tunnelspipes and tubes in the darkhiding in the tunnels; the builder's workshop
8Buildthe builder's yardthe map editor: build the line you needbuild a ramp to cross a gap no one can jump
9The rivalthe old Olympic parkleets: the fast exitsrace the rival live (a bot from their trace)
10Whiteout (chase)the glacier edgethe hardest ice, a storm, the captain's chasethe final chase; you take a Warden's rifle and shoot out the drones blinding your crew; release the traces to every runner
EpilogueOpen cityeverywhere—the city is open: free roam, all lines, the online world

Side chapters bring more moves into their places, each with its own board: a gravity lab in the authority's tower (gravity flip), a jetpack stolen from the Wardens, wall-run walls in a parking garage.

Chases with armed pursuers#

Enemies with guns. The Wardens shoot, and in some sections you have a gun too: you can shoot back at Wardens and drones, shoot a lock, or knock out a spotlight. Gunplay is always secondary to movement: the chase is about speed and lines.

The Wardens#

  • The authority's pursuers. Armoured, helmeted, on powered skates (blades on ice, wheels on concrete). Built for ice, so they're dangerous on the flats and in straight lines.
  • Armed: stun rifles and net launchers in the early chases, real weapons in the late ones.
  • Drones: spotlights and markers from above, calling the skaters to where you are.

How a chase plays#

  • The Wardens follow you along the line. On straights and flats they are as fast as you, so you lose them where the movement is hard: walljumps, ledges, drop-ins, leets, gaps.
  • They shoot when they have line of sight: a laser sight sweeps toward you, a warning tone, then the shot. Telegraphed, fair, dodgeable by changing direction or breaking line of sight.
  • Getting hit drains stamina. Low stamina means tired jumps (UrT's own rule): you feel the hits in your jumps. No new physics, no knockback.
  • Caught: a Warden reaches you on the ground. Back to the last checkpoint.
  • Shooting back (in sections where you're armed): a hit slows a Warden down or knocks a drone's light out. It buys you seconds; your movement wins the chase.
  • Escape: reach the exit (a tunnel, a gap they can't jump, a door your crew holds), or out-distance them until they lose you.

Exact, even under fire#

  • Your movement is untouched: exact UrT physics in every chase.
  • Wardens are simulated in the same game, with the same movement (they skate on the same ice), driven by a bot that follows a recorded trace with a speed limit and rubber-banding. The game is deterministic, so a chase replays exactly and chapter runs are verified like any other.
  • Shots are deterministic: the seed, the bot state and your position decide every shot, yours and theirs. A replay of a chase shows the same shots.
  • Chase chapters have their own boards and never mix with race boards.

Chase set pieces#

  • The highway: Wardens on both sides of a frozen highway, you on the central barrier. Drop into the lanes, jump the gaps between bridges.
  • The bowl: Wardens circle the reservoir rim. Drop in, carry speed through the bowl, exit over the dam where they can't follow.
  • The tunnel: darkness, only the drones' spotlights, the sound of blades behind you.
  • The rooftop gap: a gap only a walljump chain gets you across. They stop at the edge.
  • Whiteout: a snowstorm at the glacier, little visibility, the captain hunting you personally.

Open questions#

  1. Can you be caught at all on the easiest setting, or only slowed?
  2. Do chases also exist online (a "tag" mode with players as Wardens)?