Type a phrase. It becomes a flying craft. Fly it as far as you can before the dawn catches you.
FLYIM is a one-button flying game built around a creation mechanic: whatever you type into the box — “a divorced pelican”, “my mortgage”, “a brick” — is compiled into a unique craft with its own physics, hand-drawn art, voice, and a roast. Then you fly it through a nighttime valley of glowing hazards. This page explains every system in the game.
Play FLYIM now →There is only one input. Hold to rise, release to fall.
Every craft handles differently. A brick plummets and needs constant lift; a balloon drifts upward and you tap to nudge it down; a falling leaf is shoved around by the wind. Learning a craft’s weight is half the game.
Fly as far as you can. Distance is measured in meters and is the heart of your score. Every run ends at dawn — a hard time limit of about two and a half minutes — so the real question is how deep into the valley you get before the sun arrives. Reach 2,000 meters before dawn and you don’t dissolve at the dawn, you dissolve into it: a golden ending called the Breach.
Glowing motes called sparks drift through the valley. Collecting them builds your score and — more importantly — they are the game’s currency, banked between runs to spend in the Workshop.
Shaving close past a hazard without hitting it pays a bonus. Skill should pay, so flying the edge — threading between lanterns, skimming a wall — earns points the cautious never see.
Four times during a run, the world slows and a perch opens: a fork where your altitude is the choice. Fly high to take the top relic, fly low to take the bottom one, or stay in the middle to pass. Relics are run-long rule changes, and you can carry up to three.
Most relics are pure upside or a gentle trade: the Comet Core keeps your combo from cooling, Glass Wings triple your graze pay, the Storm Heart turns every gust into a lift, the Pilgrim Charm pays sparks at every milestone.
Six relics are bargains — a powerful boon bound to a real cost, marked in dark red. The Icarus Heart doubles your spark pay but makes every gust shove you down. The Gambler’s Eye pays grazes five-fold but shrinks the margin to a razor. The Hollow Bell rings rich but caps your combo at three. Take a bargain only if you can fly around its cost.
Four power-ups float through the valley:
The Workshop can upgrade each to last longer, and unlock passive perks like a starting shield or a wider combo window.
Every craft carries one free comeback. If a hazard would kill you and you’re holding at least 40 sparks, the night catches you instead: you spend the sparks, snap back into the safe band, and fly on. It only happens once per run, and never against the dawn itself.
On roughly one night in five, a single golden firefly drifts somewhere in the deep valley. Catch it and it pays a hundred points flat, fills your combo instantly, and counts toward a Second Dawn. It only appears once, so when you see that gold glow ahead, go for it.
Every night flies under one of eight omens — a named modifier shown on the title screen and shared by everyone playing that day’s run. The Heavy Moon makes everything fall harder; the Spark Flood pays double; the Windless Night holds its breath; the Swift Currents run the world faster; the Full Wick hands every craft a starting shield. The omen reshapes how a night feels.
When a run truly ends, you’re offered one continue — pick up where you fell and keep flying, once per run. It’s a separate comeback from the Second Dawn, and it lets you finish a level goal or a nightly bounty you died just short of.
Start flying →