8 · Paper Drift

Eight worlds, one long fall

An Endless run never stays put: every 100 points the shaft changes its scenery, and every 400 it moves on to another world — dealt at random from the ones you have reached.

Every 400 points, a new world

The first stretch of each world is a quiet gate to get your bearings. Then its own obstacles arrive.

You never pick it

A run starts in a world drawn from the ones you have visited. Crash, and the next draw may be different.

You start with three

A new save has Classic, the Depot and the Aliens. The others unlock the first time a run flies into them.

From the start

Classic

The paper factory, as it always was — one day from morning to night, only ever darker.

Its traps

Crates swinging from cranes: time the swing.

What hunts you

Nothing hunts you here: the danger is the girders and their traps.

Classic: The paper factory, as it always was — one day from morning to night, only ever darker.
Classic — Crates swinging from cranes: time the swing.

From the start

Depot

Cardboard girders, stacked parcels, packing tape everywhere.

Its traps

Cardboard girders and parcels.

What hunts you

The Drone. It throws parcels up at you: sidestep them. Boss guide →

Depot: Cardboard girders, stacked parcels, packing tape everywhere.

From the start

Aliens

Purple halls, dripping slime, specimens in jars — and a saucer that wants you.

Its traps

Wall lasers: they charge up, then fire across.

What hunts you

The Saucer. Don't stay in its beam: half a second and you're abducted. Boss guide →

Aliens: Purple halls, dripping slime, specimens in jars — and a saucer that wants you.

World 4

Foundry

Faster, denser, fewer breathers. Basalt split by lava.

Its traps

The hard map: tiers come sooner and the shaft rests less.

What hunts you

The Rockfall. They fall where the top glows — some bounce off the walls. Boss guide →

Foundry: Faster, denser, fewer breathers. Basalt split by lava.

World 5

Jungle

An old greenhouse the vines took back.

Its traps

Flytraps that rear back, then lunge — and vines that slow you down.

What hunts you

Nothing hunts you here: the danger is the girders and their traps.

Jungle: An old greenhouse the vines took back.
Jungle — Flytraps that rear back, then lunge — and vines that slow you down.

World 6

Glacier

Girders of ice under the northern lights.

Its traps

Ice floes that drift: follow the gap.

What hunts you

The Ice Wizard. Dodge the icicles, and keep out of its frost ray. Boss guide →

Glacier: Girders of ice under the northern lights.

World 7

Desert

Sandstone from dawn to starlight, vines that snag — and a cactus that throws.

Its traps

Sliding slabs, a step pyramid and vines.

What hunts you

The Saguaro. Its cactus balls sprout roots to the sides: dodge wide. Boss guide →

Desert: Sandstone from dawn to starlight, vines that snag — and a cactus that throws.

Only 19 October – 8 November

Halloween

Pumpkins at dusk, a crypt by midnight. Every year, 19 October – 8 November.

Its traps

Ghosts: solid while they glow, slip through as they fade.

What hunts you

The Spectre. Get out of its shadow before the ghost appears. Boss guide →

Halloween: Pumpkins at dusk, a crypt by midnight. Every year, 19 October – 8 November.

Every zone, obstacle and attack with its numbers, in the wiki: maps, bosses and obstacles.

How far down will you get?