Pipeline Runner
Start on feature and climb the ladder by score: dev, stage, master, then production at top speed. Keep the build green.
Space jump, hold to go higher · S slide · hold → fast forward
Tap to jump, hold to go higher · swipe down to slide · hold a second finger to fast forward
BEST 0
PIPELINE FAILED
NEW BEST!
0 unit tests, 0 visual suites, 0 sandboxes
Space / Enter = run it again
BUILD BROKE
Roll back to v1?
Your artifact is still in the buffer. Redeploy it and keep the run, and the score, alive.
Space / Enter / tap = redeploy, offer expires in 3 s
WAITING FOR APPROVAL
Run paused at approval gate
This deployment is waiting for your approval.
5 s left
deployment code
2345
· · · ·
visual snapshots
1 of 4
Y / Enter / tap Approve, the run resumes the moment you decide
How to play
The run walks a real release path. Work from your machine lands on feature, and from there you are promoted by score alone, never by distance and never at random:
- feature from the start: lint, build, test. Every run picks its own ref, so you start on something like
feature/promo-meter, and each promotion stamps a fresh commit hash. No gates, nobody approves a deploy from a feature branch. - dev at 900 points: prebuild, build, test, verify.
- stage at 2,600 points: build, test, e2e, preview. First branch that goes public, so gates and reviews show up.
- master at 5,200 points: build, test, staging.
- production at 8,600 points: ship and smoke, at the highest speed in the game. Nothing is unlocked past it, and every full pass ships a deploy.
Each branch has its own speed ceiling, so the run gets faster only by getting promoted. The meter in the bottom left corner always says which promotion you are working towards.
- failed job: red block on the ground. Jump it.
- flaky test: blinks in and out every ~1.2 s. Time it.
- timeout: barrier hanging from above. Slide under it.
- merge conflict: wide block, needs a running start (from 30 s).
- approval gate: the run halts in front of it: time, points and the track freeze until you decide. Approve within 5 s with Y / Enter or the Approve button. The faster you decide, the bigger the bonus. Miss the limit and the run is cancelled.
- gate with a code: later gates show a 4-digit code. Retype it on the keypad or with number keys (Backspace fixes a typo). Four keystrokes get 9 s instead of 5. A wrong code only clears the field, so you can correct it.
- visual review: the run stops and a strip of snapshots comes in from the left. Approve one with ↑ or reject it with ↓, following the arrow on the tile. A wrong call only costs you that snapshot's points: the review always goes through, so this gate can never cancel the run.
- green check: +10 points.
- cache hit: double points for 3 s.
- scale up: grow for 6 s and smash straight through obstacles. Sliding still flattens you, so timeouts stay passable.
- hotfix shot: while scaled up, X (or the right side of the screen) fires a chevron that clears one obstacle. Three per pickup.
- sandbox: for 4 s failures don't count: obstacles pass right through you.
- artifact: publishes a version into your buffer. Die with one and you can redeploy it instead of ending the run. You hold one at a time; a new pickup overwrites it.
Controls: Space W ↑ jump, hold to go higher · S ↓ slide · hold → D fast forward for more points · X hotfix shot · Y / Enter approve · P pause · M sound. On touch: tap or swipe up to jump, swipe down to slide, hold a second finger anywhere to fast forward. H or ? opens and closes this panel.