Moves
Wall Run
Sprint horizontally along and up vertical walls to carry momentum across gaps.
The Wall Run lets a sprinting player run along — and slightly up — a vertical wall instead of sliding off it. It is the backbone of vertical routing: string wall runs together to scale buildings or cross gaps that have no floor.
How to perform
- Build up speed by sprinting.
- Move into a vertical wall at an angle while airborne or right against it.
- Keep holding forward — you'll run along the surface. The Wall Run boss bar tracks the cooldown.
Wall runs pair naturally with the Wall Jump (to launch off) and the Tic Tac (to redirect).
Tuning (moves.yml → wall_run)
| Key | Default | Meaning |
|---|---|---|
initial_speed | 0.6 | Speed granted at the start of the run. |
decay_rate | 0.05 | How quickly wall-run speed bleeds off each tick. |
max_fall_speed | 0.18 | Caps downward speed while wall-running, so you slide down gently. |
max_duration | 100 | Maximum length of a single wall run, in ticks (5 seconds). |
grace_period_ticks | 6 | Brief window after leaving a wall where you can re-attach or chain. |
vertical_booster | 0.05 | Small upward push applied during the run, letting you gain height. |
cooldown | 20 | Cooldown after the run ends, in ticks (1 second). |
bossbar | Wall Run / PURPLE | Boss bar name, color and overlay shown while active. |
Related bonuses
Long, clean wall runs and chains feed bonuses like +LONG WAY DOWN, +SKYLINE, and (in combat) +FLYBY. See Advanced Movement and Combat Hybrid.