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Tether

The light keeps moving.

Twelve hours, each with its own nine colours, blending one into the next while you fly. They are skies, not places — and that distinction is the whole design.

Twelve hours

Each panel below runs the game’s terrain function under that hour’s palette. The colours are not sampled from screenshots — they are the same nine hex values the game reads at runtime.

  • 01
    First light
    Every run opens here
  • 02
    Morning air
    Reached by staying alive
  • 03
    Blue noon
    Reached by staying alive
  • 04
    Golden hour
    A long run reaches it
  • 05
    Last light
    A very long run reaches it
  • 06
    Violet hour
    Reached by staying alive
  • 07
    Deep night
    252 s of unbroken play
  • 08
    Starlight
    Reached by staying alive
  • 09
    Storm light
    Reached by staying alive
  • 10
    White air
    Reached by staying alive
  • 11
    First snow
    Reached by staying alive
  • 12
    Ember sky
    Reached by staying alive

Nine slots per hour: three sky stops, four silhouette distances, the accent and the glow

Skies, not places

The obvious version of this feature announces a biome: Storm Land discovered. That would be a lie three times over. There is no land — one continuous terrain function, the same props at every distance. There is no discovery — the hour arrives on a clock, and the only agency is still being alive when it does. And there is nothing to go back to.

So reaching an hour you have never flown under puts one line over the world: a caption, and the name beneath it. Lowercase phenomena, observed rather than invented — the same register the goal book already used when it asked you to fly until golden hour.

Weather is an event

Rain, storm, fog and snow arrive on their own clock — the first somewhere in the first eighteen to forty-four seconds, then gaps and events, one kind at a time, always crossfading through the same window.

It used to be a pure function of the palette clock, which against a median run of about forty-five seconds meant most runs got no weather at all. The rain existed, was correct, and almost nobody saw it.

Rain crossing the world in Tether
Rain
Shortened streaks, and the distance goes flat
Storm crossing the world in Tether
Storm
Lightning, and the thunder arrives late
Fog crossing the world in Tether
Fog
Gradient banks, never stacked strips
Snow crossing the world in Tether
Snow
Near flakes bigger and darker than the sky
Run lengthEvents seenKinds reachable
22 s0.05
54 s1.00All four
110 s1.80All four
Measured, never two kinds at once, and every world opens clear.

Ember sky is the twelfth, and almost nobody sees it.

Getting there takes the better part of nine unbroken minutes. Most runs end somewhere in the first three hours of the day — which is what makes the last few worth flying toward.

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Drawing
Sky schedule
Sheet
03 / 05
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8X PLAYS
Scale · Rev
1:1 · A