- Hazards
- Five patterns: a single block, a pair with one lane between them, a full-width wall with one gap in it, a three-block slalom, and a block that sweeps from side to side. Every spawn leaves a reachable line, and that line can only move seven metres between patterns.
- Orbs
- Laid along the line the hazards leave open. Each one is 150 points times the combo and a seventh of the boost meter, so following them is both the safe route and the paying one.
- Near misses
- Under a metre and a half of clearance as a hazard goes past. 250 points times the combo, and the combo goes up a step. Ten is the cap and playing safe walks it back down.
- The rails
- The edges of the road stop you rather than killing you. You grind along them, throw sparks and lose speed, and you are still driving.
- Levels
- Every 650 metres. Each one takes the seed's base hue and rotates it by the golden ratio, so two levels running never look alike.
- The scenery
- Window-lit towers, support pylons dropping to the grid floor and overhead arch gates, built two hundred metres at a time ahead of you and thrown away behind.
- The sound
- A 16-step sequencer written in Web Audio, with no audio files at all. The tempo rises with the level. M mutes it.
- The daily
- One seed a day, named after the date in UTC, the same world for everyone who opens it. It is on the menu beside the seed you were given.