Drop in from the summit of a granite mountain and race five rivals to the valley lake. Loose scree and rock slabs up top, root-laced larch forest and bermed turns in the middle, timber tables and drops all the way down. Brake before the switchbacks, lean into the berms, land the jumps level, and get to the finish arch first.

Everything you see and hear is made in code as the game loads: the mountain and its forests, the sky and the lake, the bikes and riders, the crowd, the sound and the music. There are no image or sound files at all, and the game never goes online once it has loaded.

THREE TRAILS ON ONE MOUNTAIN

- Summit Line: from the summit cairn down the south ridge over scree, granite slabs and a rock garden, then through the larch woods and a fast meadow to the line. About 2 km and 465 m of drop.

- Larch Woods: off the east shoulder and into the trees, with bermed turns, roots, tabletops and a long flowing run to the valley. About 1.6 km.

- Scree Gully: the steep one, down the west gully on loose scree and broken rock, off the ledge drops, then out through the pines to the lake. About 1.6 km.

HOW YOU PLAY

- Race: one run against five rivals from a shared start gate. Pick the trail and how hard they ride.

- Ridgefall Series: three rounds, one on each trail, with points for every place. Finish it to unlock the Avalanche.

- Time trial: one run alone against the clock and a ghost of your best run, with split times and gold, silver and bronze.

- Garage: three bikes with their own feel, and eight kits. Win a race to unlock the Ridgeback.

- First time in, three short cards and a coached practice run down Larch Woods teach you the skills: pedal, lean into the turns, brake before a turn, sprint, skid a hairpin, get some air, reach the finish.

THE BIKES

- Kestrel: a light 150 mm trail bike. Quick to pedal, eager in the turns, busy in the big rocks. Where everyone starts.

- Ridgeback: a 170 mm enduro bike with a coil shock. Calm in the rough, still happy to sprint.

- Avalanche: a 200 mm downhill race bike on a dual-crown fork. Untouchable flat out, a sofa uphill.

HOW IT RIDES

- The riding starts from real numbers (bike and rider weight, pedalling power, drag, tyre grip on hardpack and loose ground, suspension travel) and is pushed a little towards arcade.

- A bike turns by leaning. Berms hold you in; scree and wet roots let go. Lock the back wheel to swing round a tight switchback, then steer into the slide to catch it.

- Gravity does most of the work. Pedalling helps out of the turns until the gearing spins out, and the sprint meter, filled by jumps and skids, gives you a burst.

- The yellow chevron boards warn of a kicker, a table or a drop. In the air, pedal to lift the nose and brake to drop it. Land level with the slope, or you are down.

- The rivals pick lines, pass where there is room, brake for the hairpins and skid them round. Riders are solid, so a shoulder-to-shoulder knock can take someone down.

- Five cameras: chase, far chase, helmet, bars and trailside TV. A sweep over the start gate before the lights, and a replay of the whole run afterwards with slow motion.

CONTROLS

Keyboard: W / S or up / down pedal and brake (in the air: lift the nose, drop it), A / D or left / right lean and steer, Space skid, Shift sprint, C camera, hold B to look behind, R back on the trail, Esc pause, M mute.

Gamepad: stick steers, the triggers pedal and brake, X skid, A sprint, Y camera, B look back.

Phone and tablet: slide along the steering pad (or turn on tilt in Settings) and tap SKID, BRAKE and SPRINT. Auto-pedal is on by default. If you end up in the trees, pause and choose Back on the trail. Play in landscape.

COMFORT AND ACCESS

A steady, stabilised camera, separate music and effects volumes, sound captions, three text sizes, a high-contrast display, Reduce motion (no shake, steady field of view; follows your system setting), auto-pedal, km/h or mph, and full keyboard and gamepad menus.

RUNS ON

Any recent desktop browser, and phones and tablets. It uses WebGPU where the browser offers it and WebGL2 everywhere else, and is built to run smoothly on 120 Hz displays. Settings has a Graphics choice: Medium suits tablets and Low older phones. Your progress is saved in your browser.

OFFLINE VERSION

Download the offline zip, unzip it and open Ridgefall.html in your browser. Nothing to install, and no internet needed.

CREDITS

An original game by Kayode Fashola, built with three.js and Vite with the help of Claude Code. No ready-made assets: everything is generated in code. All riders, sponsors and banners are fictional.

Purchase

Buy Now£5.00 GBP or more

In order to download this game you must purchase it at or above the minimum price of £5 GBP. You will get access to the following files:

Ridgefall-offline.zip 548 kB

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