Your ore cart races down an endless mine. Hold to brake, release to coast. Tilted timber rings warn of a bend and its sign shows the safe speed: get under it, ideally only just. Coasting fills the ore multiplier, and the cave-in behind you punishes braking too much.
👆 Hold to brake · release to coast ← All gamesOrecart drops you into a loaded ore cart rolling down an endless mine tunnel lit by swinging lamps. You never steer. The track bends on its own, and the only thing you control is the brake. That makes every bend a question about speed: how fast you dare to arrive, and how late you dare to slow down.
Hold anywhere to brake and let go to coast downhill. Long before a bend arrives, the timber rings around it tilt and change colour: amber for a gentle bend, red for a sharp one, deep red for a hairpin. A sign hangs in front of each bend with its safe speed, and the speed bar at the bottom marks it with a white line. Arrive above the limit and the cart skids and spills half its ore. Arrive far above it and you derail and lose a cart. Arrive just under it and the late-brake bonus pays out, more the closer you cut it, and builds your streak multiplier. Coasting fills the ore multiplier that every metre of track is scored by, while braking drains it. Meanwhile a cave-in rumbles along behind you. Brake too early or too long and it catches the cart, so the safe line is never simply to crawl.
After about half a minute, gaps start to appear in the track, often straight after a bend. Each one needs a minimum speed to jump, shown on its marker and on the speed bar. Now you cannot just brake hard for the bend before it. You have to brake exactly enough to make the corner and still carry the speed to clear the gap. Chill mode gives you four carts and a slower cave-in.