Your survey drone flies itself forward. Hold the screen to climb over the lattice pylons, let go to sink under the power lines, and past twenty-two points thread the narrow windows where the two arrive together.
👆 Hold to climb, release to dive ← All gamesPylons flies a small survey drone low over a wireframe field that scrolls toward you, and it gives you exactly one input to manage the only thing that matters: altitude. Press and hold and the rotors spin up and the drone climbs; take your finger off and it sinks. What makes that single control awkward in the best way is that the field throws two opposite demands at it. Lattice pylons grow out of the ground with a marked crossarm at the top, and the only way past one is over it. Power lines are strung between distant posts high in the air, and the only way past one of those is underneath. The same gesture therefore means "save me" at one obstacle and "kill me" at the next, and all the game asks is that you read which is coming while you still have the height to do something about it.
Hold anywhere on the canvas to climb, release to descend. There is deliberate inertia in the rotors, so a correction you start late arrives late — the drone keeps drifting for a beat after your finger changes its mind. The rail down the right edge shows your height in the survey corridor at a glance, which is quicker to read than the scene itself when things get fast. Yellow marker beacons hang in the gaps between obstacles; they are usually on the safe side of the next pass, but not always, and choosing to dip for one is how you spend risk for points. Five clean passes in a row open the multiplier and it climbs to three times normal, so a careful pilot scores far more than a lucky one over the same distance.
At twenty-two points the survey enters the live section and the game stops alternating politely. Pylons and lines begin arriving at the same distance, stacked into a single window with lattice below and a live conductor above, and neither "go high" nor "go low" will save you — you have to arrive already inside a slot that keeps narrowing as the run goes on. Chill, Normal and Hard change how quickly the pylons grow, how low the lines sag and how tight those windows close, but the opening stretch stays flyable in all three so you always get a chance to settle into the rhythm before it turns on you.