FLYIM

What’s New

FLYIM is updated continuously. Recent additions, newest first.

The Continue

Death isn’t always the end. When a run finishes you can Rise Again once — pick up where you fell and keep flying — to finish a level goal or a bounty you died just short of. Continued runs are fully verified and rank like any other, because the revive is part of the recorded flight.

Game feel

A polish pass on the moment-to-moment: a warm screen-edge glow that builds with your combo, a vignette that tightens as you accelerate, a golden flourish for outflying the dawn, and brief hit-stop freezes on the biggest beats — shield saves, golden catches, and second dawns.

The roguelike wave

A deep run-to-run layer: four perches per flight instead of two, sixteen relics including six cursed bargains, a spark-powered Second Dawn revive, the rare golden firefly, and eight nightly omens that reshape every night. Plus richer craft art with layered shading, and a “craft draws itself” reveal when you compile.

The campaign

Sixteen handcrafted levels across four chapters — First Light, Deep Night, The Narrows, and Toward the Dawn — each with its own night, rules (sometimes a prescribed craft, sometimes bare wings), and a goal to clear. Beat one to unlock the next.

Craft mastery & the journal

Every craft you fly earns experience and levels up through ten ranks, from Fledgling to Legend, with a glowing aura at level five and a gilded name at ten. A flight journal records your last fifty runs and your lifetime totals.

The bounty board

Three nightly bounties — easy, medium, and spicy — that pay sparks for distance, sparks collected, grazes, catching the golden firefly, carrying a curse, and more.

A living valley

Death wisps that mark where everyone fell tonight, a lit lantern for the daily champion, community goals that unlock the aurora, ambient music that shifts key as you cross the valley’s regions, and a title screen where the real valley drifts behind the words.

Play the latest →