The one rule
Your flock is your lives.
Fly alone and a single spire ends the run. Reach a stranded bird and it falls in behind you: your score now climbs faster, and the next crash costs the bird at the back instead of the run.
That is the whole game. It means the greedy line — the detour, the tight gap, the bird you probably shouldn't go for — is also the high-scoring line, and every mistake takes away something you went out of your way to save.
Rescue
Reach a lost bird and it joins the tail of your flock.
Multiply
A longer flock scores faster. Streaks stack on top.
Survive
A crash scatters the bird at the back — not you. Unless you're alone.
In flight



What's in it
Twelve places
Waking hills, sunscorch, still water, ice shelf, broken sea, rainwood, snowfall, emberfall, owlwood and more — each with its own sky, ground and sound.
A journey with a map
Every run is a leg between two landmarks. Twenty-six to reach, and a map that remembers each one you have landed at.
Daily missions
A fresh set every day, each one a reason to fly differently from the way you usually do.
Three leaderboards
Best run, furthest landmark, and every point you have ever scored. You are on them from your first run — signing in only keeps your place if you change phone.
Achievements
Six of them, through Google Play Games, for the flocks and the centuries.
Plays offline
Signing in is optional. No account, no network, no permissions — the whole game still works.
Free. No ads during play.
Rewarded ads are always yours to decline — lives refill on their own either way. There are no banners and nothing interrupts a run.