Tap left or right to fire a side thruster on a hovering cargo crate. It keeps its momentum, so steer before the canyon bends. Three scrapes and the hull goes.
👆 Tap the left or right half ← All gamesCargo is a hauling run down a rock canyon that never stops weaving, and the thing that makes it its own game is that there are no lanes. A tap does not move you one slot sideways — it fires a thruster, adds to whatever drift you already had, and then lets physics finish the job. The crate coasts. That means every correction has to be started while the bend is still far down the channel, and it means the classic beginner mistake is over-correcting: two taps the same way and you are sliding toward the opposite wall with nothing but decay to save you. Walls are sampled from a fixed world-space weave, so the canyon is a real place rather than a random spray of obstacles — the shape ahead of you is the shape you will get, and reading it is the skill.
Tap the left half of the screen to thrust left and the right half to thrust right; arrow keys do the same on desktop. Green canisters float in the channel — sweeping one up pays out and bumps the combo multiplier that inflates your whole scoring rate, while any scrape wipes the combo back to nothing. Three hull pips sit top left; lose all three and the haul is over. From 22 points the second act opens: red rock spires stand in mid-channel so the passage splits into a wide side and a narrow one, and crosswind gusts start shoving the crate sideways. The arrows flashing near the top of the screen tell you which way the next gust is pushing, so it is a problem to solve rather than a coin flip.
Ride the inside of a bend rather than the middle — the channel narrows on a cycle of its own, and being pressed against the outer wall when a pinch arrives is what kills most runs. Counter-thrust before you reach a canister, not after, so you arrive with the drift already dying. When a gust arrow appears, a single tap into the wind usually cancels it; a second one will throw you across the canyon. The bribe canister tucked beside a spire is often worth skipping in the narrow gap and taking on the wide side next cycle.