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Classic arcade · Rhythm platformer

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
First Steps

One button. Learn the jump.

Hold Space · or hold anywhere on the lane

Hold anywhere on the lane to jump · keep holding to jump again on landing

About the game

How Cube Dash works,
in short.

  1. 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.

  2. 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.

  3. 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.

Questions

Cube Dash questions, answered.

Strategy guide

Getting better at Cube Dash, step by step.

A game you learn by heart

Cube Dash is a one-button rhythm platformer. The cube's speed never changes, and every track has the same obstacles in the same places on every attempt. Together, those two facts turn it into a memory game as much as a reflex game. Each crash teaches you one more beat of the track, and the pale best mark on the progress bar shows how much of it you know so far.

The tracks are short. First Steps runs for roughly half a minute at standard speed, and Overdrive, the longest, for well under a minute. A clear means stringing together a few dozen jumps you have already practised.

Know your one jump

Every jump is the same height and length. Letting go early does not cut it short. It rises about two and a half tiles, stays in the air for about half a second, and covers about five tiles of ground. The tracks are built around that arc. Once you can picture it, most obstacles explain themselves:

  • One to three spikes in a row fit under a single jump if you leave the ground just before the first one.
  • A two-high slab is too tall to clear, but a jump reaches past its top, so you land on it and run along.
  • Four spikes in a row are a tile longer than one jump can carry you. On these tracks that is the signal that a gold ring floats above them. Hold as you pass through it and you launch again in mid-air.
  • A wall taller than a jump comes with a gold pad in front of it. Don't press anything. The pad throws you high enough by itself.

When to keep holding

Holding makes the cube jump again the moment it lands. That is exactly one jump length later, about five tiles. So holding is the right input whenever obstacles come at that spacing, and the wrong one when the next landing needs to be on the floor first.

Here is a worked example. Two single spikes stand five tiles apart. Jump just before the first one and keep holding. The cube lands right in front of the second spike and leaves the ground again at once, clearing it. Now picture a ledge with a spike standing on top of it. You hop up, ride the top face, and need a separate press right before the spike. Holding through would launch you as soon as you land, wherever that is. Learn which phrases want a hold and which want separate presses.

Ship sections and gravity flips appear only on Overdrive. In the ship, holding climbs and releasing sinks. Short, frequent presses keep it level more easily than long holds. Each tunnel ends with a clear stretch, because you drop back to cube form wherever you happen to be flying. Under flipped gravity the same jump arc applies, only upside down.

Where attempts usually end

  • Jumping late out of caution. A late jump comes down on the far side of a spike cluster. If you keep dying on the landing, jump earlier, not later.
  • Clipping the side of a ledge. Block sides are lethal to the cube's full outline, not just the small spike box. Jump onto ledges a touch earlier than feels necessary.
  • Holding into a ring you didn't need. A ring fires whenever you are holding as you pass through it. An unwanted launch can carry you into the next obstacle.

A practice routine

Practice-mode flags sit in the quiet gaps between phrases, with a few tiles of run-up before the next obstacle. Use them to drill only the stretch that stops you. Clear it several times in a row, then switch practice off and run from the start line. A passage you only cleared once will usually fail under pressure.

The Practice preset also slows the track slightly, which gives you longer to read each phrase. Move to Standard once your best mark sits near the end. Extreme raises the speed and removes the flags. Every track has been checked as clearable at every speed on the dial, so a failure is always something you can fix with timing. After a hard session, try Hop Kingdom at /games/hop-kingdom, a slower platformer where you also steer.

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