the game
The Seven Foxes
each fox owns a venue, a hub ability and a power-up anyone can pick up. the ability is not a stat block — it decides where you can go, which is why the world is built around all seven of them at once.
the roster
seven foxes, seven powers
every fox skates. the board is the same board, the trick keys are the same trick keys, and the difference is what happens when you ask the terrain for something it does not want to give you.
Paolo Fox
the one who cannot stop landing things. hosts the score attack that opens the game, and he is the fox a new save is already holding.
trick bonus — every trick scores 25% more, forever
Dash Fox
four courses, item boxes, three rivals who do not intend to be polite about it. holds the island's only opinion about being late.
super speed — a quarter faster, and quicker to get there
Boulder Fox
percent knockback, stocks, blast zones. he does not flinch and he knows it. slower than everyone and entirely at peace about that.
stun resist — everything that stops a fox stops him half as long
Skye Fox
sky islands on updraft chains, and the creature frontier that picks up where the national park leaves off.
glide — hold space on the way down and stop falling like that
Spring Fox
eight worlds, an overworld map, secret exits, a boss at the end of each one. reads a wall as a question.
mega ollie — clears roughly double what a fox clears
Umbra Fox
seven boards, forty minigames, a star that relocates somewhere genuinely far away, and a rival who counts cards.
shadow dash — Q, and be somewhere else
Rollo Fox
a hundred levels up the mountain. showed up one winter, said nothing, never left, and still hosts the hardest thing on the island.
marble form — hold C and become momentum
the fox names are the ones the game ships with. Paolo is the original; the other six were placeholders that stopped being placeholders.
the numbers
what a power actually does
every fox starts from one baseline and one of seven things is different about them. the baseline is a top speed of 16, a push of 20 and an ollie that clears 2.87 metres.
there are no hidden stats and no levels. a fox switch rewrites exactly the fields in the table below, re-applies whatever board and hat you have equipped, and hands control back — it takes no time and costs nothing, which is the whole reason the hub can be built around seven movesets instead of one.
wide table — scroll it sideways, or open a row for the rest
| fox | the power | input | top speed | ollie | their venue |
|---|---|---|---|---|---|
| trick bonus | passive | 16 | 2.87 m | Trick Park | |
x1.25 on every trick score. it applies to the flip tricks, to the grind tick, to the manual tick and to the airtime entry — everything that feeds the pot before the variety multiplier touches it. that means it compounds: a 25% bigger pot going into a x4 line is 25% more of a much larger number. he is also the fox a new save already owns, so the multiplier is the baseline most people learn the combo system on. | |||||
| super speed | passive | 20 | 2.87 m | Grand Prix | |
top speed 16 → 20, push 20 → 26. the acceleration matters more than the ceiling: a quarter-pipe you could not get over as Paolo goes over as Dash, because carrying speed into a transition is the whole trick, and Dash is the fox who arrives with it. this is also the only ability that is felt continuously rather than at a moment. everything else is a thing you press. | |||||
| stun resist | passive | 15 | 2.87 m | The Rumble Ring | |
every stun lasts half as long, and every wipeout costs half as much. a smoothie spill on a race course, a rolling mountain boulder, a bramble field, a bad landing off the drop line — all of it, halved. he pays for it with a lower top speed than the baseline: 15 against 16. that is deliberate. an ability with no cost is a difficulty setting, and the island is not trying to have one of those. | |||||
| glide | hold Space | 16 | 2.87 m | Creature Skies | |
hold space while falling and the fall caps at 2.2 m/s, drifting forward. the drift is capped at your own top speed, which is the fix for the version that was not: uncapped, a held glide off a sky island accelerated the whole way down and flew eight hundred metres past every landing into a rescue. a glide is a longer hop, not a jet. it converts height you already have into distance, so it never gets you anywhere on its own — it gets you somewhere from the top of something else. airtime keeps paying the whole way down, up to the six-second cap. | |||||
| mega ollie | passive | 16 | 5.62 m | The Classic | |
jump force 7.5 → 10.5, which clears 5.62 metres instead of 2.87. nearly double. an ordinary fox's ollie is the unit the whole island is measured in — ledges, rails, the step assist, the height of a villa wall — so doubling it is the single most disruptive ability in the game, and half the hub has a shelf on it that only Spring reaches. the triple-jump chain stacks on top, so the third hop of a chain as Spring goes somewhere that is frankly rude. | |||||
| shadow dash | Q | 16 | 2.87 m | Shadow Board | |
six metres forward, instantly, on a three-second cooldown. it does not add speed and it does not add height — it moves you, which turns out to be a different thing entirely. used off a lip it extends a gap; used on the ground it crosses a hazard without ever having been on it. it stops short of a wall rather than putting you inside one. the six metres is the ask, not the promise. | |||||
| marble form | hold C | 16 | 2.87 m | Summit Trials | |
hold C and the fox curls into a marble. the board goes away, the moveset goes away, and what is left is mass on a slope: no push, no ollie, no tricks, just whatever gravity and the terrain agree on. it is slower to start and much harder to stop. it is also the only form that fits through a 1.50 metre slot, and the only one heavy enough to burst a boulder pile. the whole campaign up the mountain is played in it. | |||||
the ollie is the ruler. 2.87 metres is not a design number, it is what jump force 7.5 clears under the game's gravity — and the rest of the world is measured against it. the step assist stops at 0.22 m so it never overlaps a jump. curbs on the fox den ramp stand 0.28 m proud so they are a barrier a fox rides along, not a lip a fox catches on. Spring's 5.62 breaks all of that on purpose, which is why she is locked behind a whole platformer.
shared kit
the seven power-ups
each fox's signature, cast as a pickup any fox can use. they spin in place as big geometric sculpts — a cola bottle, a coiled spring, twin gems, a shield, a pair of feather wings, a clock face, an open pearl shell — so you can read one from across the plaza.
you carry one at a time, and it does nothing until you click it. that is the whole design: a power-up you pick up and immediately spend is a pickup, but a power-up you carry until the right wall is a decision. the HUD shows the held slot and the running timer.
| power-up | whose | lasts | what it does |
|---|---|---|---|
| Cola Boost | Dash | 10 s | a straight shot of speed on any fox. also the key to the park's timed speed doors, which is the only place it is a puzzle rather than a treat. |
| Super Jump | Spring | 10 s | Spring's legs, on loan. every ollie for ten seconds, not one — so it is a route, not a jump. |
| Score x2 | Paolo | 15 s | combos bank double. the longest duration of the seven, because fifteen seconds is about one very good line and nothing else. |
| Iron Guard | Boulder | 10 s | nothing wipes you out. not a reduction — the hit simply does not land, and a hit that does not land also skips whatever shove came with it. |
| Gyro Feather | Skye | 10 s | anyone glides. hold space on the way down for ten seconds, which on this island is usually enough to reach the next thing. |
| Shadow Clock | Umbra | 6 s | hazards and moving platforms hold still. the shortest of the seven and the most powerful — six seconds of a world that has stopped arguing. |
| Marble Shell | Rollo | 8 s | anyone rolls. the full marble form, cost and all: no board, no tricks, and considerably more mass than you are used to steering. |
a spent pickup hides and respawns on a timer, so a wasted power-up is a short wait rather than a lost run.
the other half
the same seven, as field moves
the national park's eight biome tiers climb toward the summit, and each one is gated by a power-up. the thing you have been using to score a combo is the thing that opens a route.
that is the join between the two halves of the game. the skating half teaches you seven verbs; the creature half builds doors out of them. a door you cannot open yet is standing in plain sight, it says what it wants, and the answer is always something you already know how to do — you just have not found one of that pickup yet.
wide table — scroll it sideways for what the gate says and what happens if you argue
| the gate | the key | what stands there | its sign | if you try it anyway |
|---|---|---|---|---|
| the feather span | Gyro Feather | a ramp to a deck eleven metres up, and twenty-six metres of lagoon between it and the far cliff. | wide water. feather up. click. believe. | a featherless drop falls well short — into knee-deep water over a sloped bank that walks you straight back out. a splash, not a punishment. |
| the bramble field | Iron Guard | thorns wrapping the base of the tier-2 climb on three sides, stinging on an interval. | a door with a price, not weather. | a short stun and a shove backwards, over and over, which turns brute force into a slow silly crawl rather than a wall. with the guard up the sting is a no-op, and a clean no-op skips the shove too. |
| the speed door | Cola Boost | a long walled corridor with a slab at the far end. crossing the mouth arms it; the slab opens on a countdown. | armed · counting · shut | you watch it close. the corridor reads its own state out loud, because a timed gate with no feedback is indistinguishable from a broken one. a Shadow Clock jams the mechanism instead — that is the intended second key, not an exploit. |
| the spring shelf | Super Jump | a shelf over the fen with a lit take-off band under its south lip. | tall shelf. spring legs. up you go. | a chained triple jump lands 0.80 metres short of it, which is a cruel thing to learn by repetition and a fair thing to read off a sign that is also an arrow. |
| the boulder pile | Marble Shell | a heap of boulders across the route, welded into one wall. | the shell and the speed | under 9 m/s, or out of shell form, and it is a solid thud. the pile then names which of the two you were actually missing. |
| the toll shrine | Score x2 | two pillars and a shut slab at the tier-5 notch. | in person, within nine metres | nothing. carrying an x2 past the shrine does not count — it wants the ambition activated where it can see it, and then the slab sinks for exactly the fifteen seconds the buff lasts. |
| the sweeper ridge | Shadow Clock | a 2.6 metre ledge with blocks sweeping across it, each one carrying the same sting as the brambles. | bad timing up ahead. borrow some. | bad timing. the mark is at the foot of the ridge on the last flat ground, because clicking a clock halfway along a narrow ledge with a sweeper inbound is not a plan. |
a gate that answers a run-up with silence teaches nothing. every one of these names the two things it is checking, and then names the one you were actually missing.
two of them take a second key. the Shadow Clock opens the speed door by freezing its countdown, and Iron Guard and the Shadow Clock both answer the sweeper blocks, because they carry the same sting component as the brambles. neither is a workaround anyone found — they are what happens when the hazards are made of shared parts instead of special cases.
the park field guide: 150 species, the type matrix, the eight tiers →
the loop
switching, and how they join
a save opens with Paolo and nobody else. the other six are each standing at the end of a full game, and the only way to get one is to beat it. nothing is bought, nothing is unlocked by progress elsewhere, and nothing is handed to you for turning up.
cycle
steps to the next fox you own, anywhere in the world, mid-line if you like. it costs no time and pauses nothing.
the crew menu
a card row of all seven. arrows move the highlight and the corner portrait previews the fox live, enter takes them, esc closes. locked foxes show as locked and say which venue holds them. the world keeps running behind it — it is a menu, not a pause.
the fur is the tell
switching retints the fox and re-applies your equipped board and hat on top, in that order, so a loadout never gets stranded on the fox you left.
| fox | joins when | the venue |
|---|---|---|
| Paolo | you start. he is the save's first line. | Trick Park |
| Dash | you finish a grand prix in the top three. | Grand Prix |
| Boulder | you win a rumble. | The Rumble Ring |
| Skye | you clear the ring of seven sky islands and beat Skye's own flight. | Creature Skies |
| Spring | you take the flag at the end of the platformer. | The Classic |
| Umbra | you win a board outright, on the board that is hers. | Shadow Board |
| Rollo | you stand on the summit at the end of the hundredth level. | Summit Trials |
all seven venues, in depth → · how the skating and the combos work →
the list
tell me when it ships
one email, when there is something to play. no newsletter, no schedule, nothing else, ever.