Hookline
The city is going under and the only way out is above it. Hold to throw a grapple at the nearest mast, crane or barrage balloon, swing through the arc and let go at the top to fly. The rope winds itself in while you hold on, so a late hook and a late release are what turn a fall into height. Rings hanging between the towers pay out and shove you upward; spinning blades and the flood, which never stops rising, are what end runs.
How to play Hookline
⌨️ Keyboard & mouse
Hold Space (or W / ↑) to hook, let go to fly
- Free, no sign-up
- Plays in the browser
How Hookline works
There is one control: hold. Holding throws a grapple at the best mast, crane or balloon ahead of and above you — the dotted line shows which one before you press — and the rope goes taut. Let go and you keep whatever speed and direction the swing gave you. That is the whole game: when you hook, and when you let go.
While you hold on, the rope winds itself in. That is how you climb: a hook thrown late, close to the bottom of your fall, spends the whole swing pulling you upward, while a panicky early hook only slows the drop. Let go while you are rising and heading forward and the arc throws you on to the next mast; hang on past the top and the swing drags you back the way you came.
The flood rises from the moment the run starts and never stops, so the ground is always coming up to meet you. Rings strung between the towers add to your distance and give you a shove upward, and from a little way in, spinning blades turn up in the gaps. Distance is the score, in metres, and your best is kept in this browser.
Tips for Hookline
- Hook late. The rope winds in the whole time you hold it, so a hook thrown just before the lowest point of your fall turns into height instead of a rescue.
- Let go at the top of the swing, when you are rising and still heading forward. Hanging on past that drags you backwards and costs the speed you just earned.
- The dotted line shows the mast your hook will take, so you always know what you are aiming at before you press.
- Rings are worth the detour twice over: they pay out and push you upward, which is the cheapest height in the game.
- Speed is safety. The flood climbs at a fixed rate, so the further you get per swing, the longer the run lasts.