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Cloud Surfer

Psychedelic arcade cloud-surfing. Carve an endless reactive cloud sea that ripples, parts, and blooms with dye where your board touches. Feed the Flow meter, thread vapor rings, ride thermals, dodge lightning, land tricks — and watch the sky trip harder as your multiplier climbs.

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Updated Jul 06, 202610 plays
gamearcadesurfingscore-attackpsychedelictoonshaderssingleplayer

Third-person score-attack surfing across an endless sea of toon clouds that react to your touch — the deck carves open under the board, blooms with dye along your wake, and heals behind you.

Play

  • A/D steer — hard carves build speed and refill FLOW
  • hold SPACE to crouch-charge, release to jump (height scales with charge + speed)
  • Q/E spin, W/S flip in the air — land aligned for a clean trick (+1 multiplier), misaligned = bail
  • Thread vapor rings (+flow, +points), ride thermals for big air, dodge storm cells (lightning telegraphs 1s before the strike, contact drains 25% flow), lean into wind shear bands
  • Flow drains constantly (~4%/s). When it empties, the board sinks below the deck and the run ends.
  • Score = distance + trick points × multiplier. Milestones at 500/1000/2500m unlock the Okami-Ink and Vaporwave-Dusk palettes and the Nightglass board.

How it's built

Entirely world content: one CloudSurfer component owns the state machine, UI, input, camera, scoring, audio, and persistence. The cloud sea is a single grid mesh whose WGSL surface shader scrolls a billow-noise field past the board (uniforms change only when speed changes), with 24 timestamped touch points carving a wake that heals in-shader over 3 seconds. The look is a cel blend of posterized 3-step ramps, halftone shadow dots, depth-edge ink lines, radial speed lines, and a hue-shifting psychedelic sky that heats up with the multiplier. The four synth music layers (pad/arp/lead/drums) were synthesized sample-by-sample in Luau and gate in as the multiplier climbs.

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