Wiki · Paper Drift
How to play: controls, speed and scoring
Paper Drift is an endless fall down a shaft. Everything turns on one idea: the flatter the plane flies, the faster it falls. Here is the game’s physics, with its real numbers.
Data taken from the game’s code · version 2.0 · Updated 29 September 2026
Controls
There are three ways to steer, picked in Settings · Controls.
| Scheme | How it works |
|---|---|
| Halves (default) | Hold the left or right half of the screen to bank that way. Let go to straighten up. |
| Steer Pad | Two arrow keys you place and size yourself (and set their opacity) in the Settings editor. They can never sit above the plane. |
| Tilt | Tilt the phone. Calibrate the neutral angle holding it the way you play. With no sensor, it falls back to the halves. |
There is also a left-handed layout, and control hints on your first runs. A tap shorter than one simulation step still counts: input is held for 5 steps (about 40 ms).
Flat is fast, banking brakes
Banking the plane buys sideways speed and pays for it in falling speed. It is the whole game:
| Attitude | Fall | Sideways |
|---|---|---|
| Flat | 650 px/s · 6.5 m/s | 0 |
| Half bank | 475 px/s | ≈266 px/s |
| Full bank | 299 px/s (−54%) | 470 px/s |
- Reaching full bank takes 0.24 s, and straightening up 0.17 s.
- Crossing the whole shaft (640 px) at full bank takes about 1.3 s and about 530 px of height. Every obstacle is designed around that number.
- The shaft is 640 px wide, and 100 px is 1 metre on the depth counter.
Speed rises with depth
Falling speed is multiplied by 1 + 0.055 for every 10 metres fallen, up to a cap of ×1.88 at 160 m (around 70 points). From there nearly the whole run is played at top speed: 1,222 px/s, 12.2 m/s flat.
| Depth | 0 m | 40 m | 80 m | 120 m | 160 m |
|---|---|---|---|---|---|
| Multiplier | ×1.00 | ×1.22 | ×1.44 | ×1.66 | ×1.88 |
| Flat fall | 6.5 m/s | 7.9 m/s | 9.4 m/s | 10.8 m/s | 12.2 m/s |
- In the Foundry the ramp runs twice as fast and the cap comes at 80 m. The cap itself is the same.
- As you speed up the camera pulls back (to a zoom of 0.83) so you always see at least 0.9 s of shaft ahead. Every obstacle warns you at least that early at top speed.
How points are scored
| What | Points |
|---|---|
| Every obstacle cleared | +1 |
| Every stamp taken | +5 |
| Every boss attack dodged | +1 |
| Inside a thermal (1.2 s) | ×2 |
Coins give no points, and metres are counted separately. At top speed you score about 3–4 points a second.
Walls and scuffs
The shaft’s walls never kill: they scuff you. What ends a run is the girders and every other obstacle.
- A scuff makes you dive at 1.55× falling speed for 0.40 s and locks your steering for 0.22 s.
- It resets your clean streak, which the “no scuffs” quests use.
- Hugging a wall dives faster: the “wall dive”, which has quests of its own.
- Bank away from a wall to leave it without a scrape.
The hitbox
The plane collides as a capsule of three 9-px circles along the fuselage, 20 px apart. The drawing is 15% larger than the hitbox on purpose: if it looks like you scraped past, you did. At full bank it is about 55 px wide. Every plane has exactly the same hitbox.
Thermals
Rings of warm air turn up from 150 points. Fly through one and:
- for 1.2 s every point counts double (a stamp is worth 10) and the hitbox is 30% smaller;
- for 8 s you are invincible: a gold rim on the plane and a gold frame on the screen, which blink for the last 3 s.
Difficulty: the shaft’s 10 tiers
The shaft is built in chunks. Which one comes depends on your score, and each tier brings new obstacle types. One chunk in four is drawn a tier easier (one in ten in the Foundry). Every 5–7 chunks there is a breather (7–9 in the Foundry), and always after the hardest kind of chunk.
| Tier | From | New |
|---|---|---|
| 1 | 0 points | girder, double girder, streamer |
| 2 | 30 points | pillar, stamp |
| 3 | 80 points | shelf |
| 4 | 150 points | piston, thermal |
| 5 | 250 points | gust vent, shutter |
| 6 | 400 points | funnel |
| 7 | 600 points | fan |
| 8 | 850 points | drum |
| 9 | 1,150 points | guillotine |
| 10 | 1,500 points | Everything mixed, at its hardest |
In the Foundry 300 points are added before the table is read: its first chunk is already tier 5. Every obstacle, one by one, in obstacles.
Revives
- In Endless and the Daily Drift you can revive twice per run. At a crash, “KEEP FLYING?” comes up: one rewarded video, or a tap if you have Remove Ads.
- You pick up where you crashed with a 3-2-1 and an 8-second shield. Score, records, XP, quests and unlocks all count as normal.
- Time Attack has no revives (the clock is running), and in Race you respawn on your own.
The game’s own tips
The ones an Endless or Daily Drift run can open with during your first 10 runs:
| Banked at the end | Coins are banked when a run ends. Quit from pause and you keep none. |
|---|---|
| The big one | Now and then a coin trail hides a big coin. It's worth five. |
| Bank to brake | Banking slows your fall. Tilt early to buy time before a tight gap. |
| Catch your breath | Every few beams the shaft opens up. Use the quiet to set your line. |
| Say hello | Tap a figure in a window for 10 coins and a spot on your Showcase. |
| Into the chute | No room to bank inside a chute. Fall flat, then slow down for the exit. |
| Keep it clean | A scrape resets your clean streak. Some quests only count clean flying. |
| Your controls | Halves, Steer Pad or Tilt: choose how you steer in Settings. |
| Same shaft for all | Everyone flies the same course today. Your best run sets your place. |
| Always a way | Pistons, shutters and blades never close the shaft. There's always a gap. |
| Feel the wind | Gust vents push you sideways. Lean into the air to hold your line. |
| Hands off | Some quests pay you to let go. Fly a stretch without steering. |
| New paint | Spend paper coins on new colours for your plane in the Hangar. |
| A new shaft | Fly deep enough and the shaft opens onto a new map. Every map you reach can start a run. |
| Peel off clean | Bank away from a wall and you leave it without a scrape. |
| Go deeper | Rarer window figures only turn up deeper into a run. |
| Swap a quest | Don't fancy a daily quest? Swap it from the pause screen. |
| New scenery | Keep falling: the shaft changes its colours the deeper you go. |
| Take it slow | Slow mode in Settings slows the game down, and still counts for your bests. |
| Grab the stamps | A stamp is worth 5 points, or 10 in a thermal — and it is a piece of a puzzle for your album. |
| Only paper | Streamers can't hurt you. Fly straight through and save the dodge. |
| Ride the thermals | Fly through a thermal and you are invincible for 8 seconds — every point doubled for the first. |
| Ride the wall | Hug a wall to dive faster, but every scrape locks your steering for a moment. |
See it for yourself
Paper Drift is free on iPhone and Android.