JETPACK ATTACK — the skyrunner Jett, hooded, jetpack lit

Out now on iOS, Android and Amazon

Most runners never end. This one does. Twenty worlds, nineteen Wardens, and a long way home — then an endless mode that never lets you finish.

iPhone or iPad — iOS 14 or later Android 7.0 or later Amazon Fire tablets Landscape, one thumb Plays offline

What is it?

You are JETT, the last skyrunner. Stranded across a distant galaxy of twenty hostile worlds, you're armed with a jetpack that runs dangerously hot and a voice on the radio pointing you toward home.

Hold thrust to climb. Hold it too long and the pack redlines, cuts out, and drops you. That single decision — when to burn and when to back off — is the heart of the game. Kills cool you down, so flying aggressively is also flying safely.

This is a runner with an ending: 80 levels across 4 acts, all of it the work of one person, each world introducing new hazards before culminating in a Warden battle. Reach the Aether Heart, face what's waiting there, and fly home.

Twenty worlds, twenty skies

Every world changes the rules.

Each world teaches a new skill, then expects you to master it against its Warden.

Featured worlds

World 1, a green nebula
W1 — THE DRIFT · GREEN NEBULA
World 4, snow
W4 — FROSTGATE · SNOWFIELDS
World 8, flooded ruins
W8 — THE DROWNED WORLD · FLOODED RUINS
World 9, rising lava
W9 — EMBERFALL · RISING LAVA
World 15, rain and lightning
W15 — STORMSPIRE · RAIN & LIGHTNING
World 20, the final boss
W20 — THE AETHER HEART · FINAL BOSS

Nineteen Wardens, and the thing at the end

Every world is guarded, and every fight is built around the skill its world spent four levels teaching you. If a Warden feels impossible, you're usually missing the lesson rather than the reflexes.

Beat a Warden and its world relights on the route map. Twenty lamps, one for each world you took back.

Assault Mode — the run that never ends

The campaign has an ending. This doesn't. Assault is open from the main menu from the moment you install — you don't have to finish anything to earn it — and it's where the game stops teaching and starts asking.

Escalating sectors

The run moves through sectors that change biome and enemy roster as you go, and the speed climbs the whole way. Nothing resets. The only way out is down.

Boon gates

Between sectors the run pauses and offers you two upgrades. You take one, and it stays with you for the rest of the run. Stack the right ones and a run compounds; take the obvious one every time and it plateaus.

The daily gauntlet

One named seed a day, the same run for everyone who plays it, reset at midnight. No second attempt at today's — if you throw it away at 800m, that's today's answer.

Ranks and records

Milestones you pass on the way up, a local high-score table for your best runs, and a death report at the end that tells you exactly what killed you and how far you got.

Every run ends with a shareable run card — your pilot, your distance, your title for the run — rendered as an image you can send to whoever you're trying to beat.

Room to get good

Overdrive

Bank up to three charges and spend them when the moment is right. Chain kills and close calls to keep the burn going. Charges carry between levels, so the decision is never just "now or never" — it's "now, or at the Warden".

The redline

The last band of the heat gauge is where the pack is about to cut out — and where it gives you the most. Flying deliberately inside it is the difference between finishing a level and owning it.

Three stars a level

Every level has goals beyond surviving it. Eighty levels, and clearing one is only the first of the three things it wants from you.

Designed for one thumb

Hold a side of the screen to fly. Drag to move. Auto-fire is on by default, so the whole game is playable one-handed on a train.

See it in action

Every trailer clip is captured directly from the game. No sped-up footage. No hidden edits within a shot.  ·  Watch on YouTube

What you get, and what it costs

It's free, and it's paid for by adverts. Here's exactly where they are, so nothing is a surprise: an optional "watch something for one more go" offer when you run out of lives, and an occasional full-screen advert between levels — never during a run, never before you've played for a while, and never on a Warden.

Nothing is locked behind money. Every weapon and every upgrade in the game can be earned by flying, and the shards that buy pilots and thruster colours are earned the same way. What you can pay for is a shortcut to something you'd otherwise fly for, or the adverts gone — never a weapon nobody else can reach. If someone beats your run, it's because they flew it better.

No accounts, no logins, no cloud saves. Progress is stored on your device and nowhere else, which also means deleting the app deletes your save — permanently, and I can't get it back for you.

Requirements: iOS 14+ • Landscape only • Rated 13+

Hear what's next

New worlds, balance passes, whatever comes after the Aether Heart — leave your email and I'll tell you when there's something worth knowing. It'll only ever be used for updates about this game. Nothing else, and never often.