Cube Dash,
one button, no brakes.
The cube runs on its own and never slows down. Hold to jump, let go to fall, and read the spikes coming. One touch ends the attempt — so you learn the track, beat by beat, until you know it by heart.
- Track
- First Steps
- Best
- 0%
- Clears
- 0
- Attempts
- 0
One button. Learn the jump.
Hold Space · or hold anywhere on the laneHold Space / W / ↑ to jump · keep holding to jump again on landing · P pauses
Hold anywhere on the lane to jump · keep holding to jump again on landing
How Cube Dash works,
in short.
- Step 01
Hold to jump. That is the whole control.
The cube runs to the right on its own and never slows down — the only thing you decide is when it leaves the ground. Hold Space (or hold a finger anywhere on the lane) to jump, and let go to come back down; keep holding and it jumps again the moment it lands. Spikes kill on the lightest touch and so does running into the side of a block, but landing flat on top of one is safe.
- Step 02
Pads, orbs and portals bend the rules.
A gold pad on the floor throws you far higher than a jump the instant you run over it — you do not press anything. A gold ring only fires if you are holding as you pass through it, which is how you cross a gap too wide for one jump. A blue portal turns the cube into a ship, where holding climbs and releasing sinks, and a violet portal flips gravity so you run along the roof.
- Step 03
One touch and the attempt restarts.
There are no lives: any hit sends you back to the start line and the attempt counter ticks up. The bar across the top of the field is the real score — it fills as you get further, and a pale mark shows the furthest you have ever reached on this track. Fill it to 100% and the track is cleared. Turn on Practice and the track grows green flags you restart from instead, so you can drill the part that keeps ending you.