Wiki · Paper Drift

Every obstacle, and when it first appears

What is in the shaft, one by one: what it does, how big it is, how much warning it gives and from what score it can turn up. None of them ever closes the shaft: there is always a way through.

Data taken from the game’s code · version 2.0 · Updated 29 September 2026

On every map

The “From” column is the score from which it can turn up (300 points earlier in the Foundry). All of them kill on contact unless marked.

ObstacleFromWhat it does
GirderFrom the startA beam from a wall, 34 px deep. Go round its open end.
Double girderFrom the startTwo girders at one height with a gap between them to thread.
Streamer
Harmless
From the startA paper streamer. A decoy: it never hurts you — fly straight through and save the dodge.
Pillar30 pointsA post 60 px wide standing in the shaft: pass on either side.
Shelf80 pointsLedges 34 px deep, set in pairs that make you weave from one gap to the next.
Piston150 pointsSlides out of a wall and back on a clock. It reaches 500 px at most, so a channel always stays open.
Gust vent
Harmless
250 pointsA 300 px band of wind that pushes you sideways at 200 px/s — 43% of your steering. Lean against it: crossing upwind takes 2.4 s instead of 1.3.
Shutter250 pointsSlats 64 px deep that open and close on a 2–3 s cycle. The gap never closes below 150 px.
Funnel400 pointsTwo walls closing in toward an opening in the middle of the shaft, at least 120 px wide: line up early.
Chute—A vertical corridor between two walls. There is no room to bank inside: fall flat (which is fast), then shed speed for the turn out.
Fan600 pointsThree spinning blades, 180 px long. There is a gap by each wall about 90 px wide for your centre — or thread between the blades, the fast line.
Drum850 pointsA turning ring 320 px across with a 22 px wall and a notch cut out of it: the notch is the one moving gap, so time it as it comes round.
Guillotine1150 pointsA 420 px blade by one wall. It winds up for 0.5 s (the tell), then slams 400 px down in 0.15 s. It leaves 220 px of shaft free.

The chute comes in particular deeper chunks rather than at a set tier.

Things to take

WhatFromWhat it gives
Stamp30 points+5 points and a jigsaw piece. It sways 110 px either side every 2.3 s.
Thermal150 pointsA 256 px ring of warm air: ×2 points and a 30% smaller hitbox for 1.2 s, and 8 s of invincibility.
Coins9 mA trail of up to 5 paper coins in the free air between two beams. One trail in 8 hides a big coin worth 5. Only in Endless and the Daily.

Stamps → · Thermals → · Coins →

Each map’s own obstacles

They only turn up on their own map, in Endless, the Daily Drift and Race: a third of the map’s ordinary chunks are its own. The bosses have a page of their own.

ObstacleMapWhat it does
CraneClassicA crate 92 × 76 px swinging from a jib like a pendulum. Only the crate kills: the cable is the one thing you may fly through. Time the swing.
GhostHalloweenA sheet stretched from a wall, 84 px deep. It gathers for 0.5 s (not solid yet), is solid, shimmers for 0.25 s while still solid, then is gone for about 0.75 s. Slip through as it fades.
FlytrapJungleA flytrap on a vine, rooted in a wall and aimed up the shaft. It rears back for 0.45 s, lunges up to 420 px in 0.12 s, holds the bite 0.25 s and lets go over 0.6 s. Crashing into one counts as being eaten.
Vine
Harmless
JungleLooks like a platform and is not: fly straight through it. It never kills, but it SNAGS you: your whole speed (down and sideways) drops to 55% for 0.5 s. You are caught if your centre comes within 12 px of the leaves.
Ice floeGlacierTwo ice slabs across the shaft, 44 px deep, with a gap between them that drifts from side to side. The gap is never under 170 px: follow it.
LaserAliensA turret on a wall (its 40 × 56 px housing is always solid). It charges for 0.55 s — the muzzle glows and a hairline shows the shot — fires an 18 px beam for 0.35 s, then cools. A shot reaches 480 px at most, so 160 px is always clear.
Vine
Harmless
DesertThe same vines as the Jungle’s, across part of the shaft or hung free across the middle.
Stone slabDesertFrom 200 points into a Desert leg: a sandstone slab 40 px deep and up to 380 px wide gliding from wall to wall. Pass on the side it leaves open.
PyramidDesertFrom the afternoon too: a three-step pyramid (steps 34 px deep, base up to 296 px) gliding across the middle. Every step is solid. Crossing the middle it leaves 172 px each side.

The 6 bosses →

The rules the shaft is built by

  • There is always a way out. Nothing closes the shaft: shutters with a 150 px minimum gap, pistons of 500 px at most, guillotines of 420 px in a 640 px shaft.
  • No chunk can be cleared without steering. There is never a straight corridor from top to bottom.
  • Everything warns you at least 0.9 s ahead at top speed.
  • Every chunk was flown before it went into the game with the real simulation: from every entry position, at three speeds, mirrored, at six points in each obstacle’s cycle, and by a pilot reacting 60 ms late with a 6% bigger hitbox.
  • Red is danger: lethal beams carry red tape. With the colour vision modes they also get a diagonal hatch, and decoys get dots.

See it for yourself

Paper Drift is free on iPhone and Android.