Two jumps
Grounded jump, then one extra in the air, slightly weaker. Jumps reset when you land. Space, W, and up arrow all fire jump. Tap on touch.
Guides
A player-facing map of how a Midnight Mile run is built: auto-run, miles, platforms, the four actions, eagles, tokens, and what happens when the run ends. For buttons, see How to Play. For practice, see the Beginner Guide.
You always run forward. There is no analog stick and no “move right” key. The camera follows. Miles climb while you stay on-screen. There is no finish line.
Cruise speed rises with miles, then caps. Early miles are slower. Later miles ask for earlier jumps on the same kind of gap. That ramp is the difficulty curve. It is not a selectable mode.
The HUD mile counter is what the leaderboard ranks. Coins are a second stat on the board and the currency for skins.
The world generates in chunks ahead of you. Some platforms stay connected so you can idle. Some leave a gap. Some ledges drift on a short path, and more of them do as the run goes on, so a landing can move while you are in the air.
Stacked decks share horizontal space with a large vertical gap: a high line and a low line. Ducking is how you stay on the low line under the top deck. Jumping is how you take the high line. If two platforms cannot fit as two levels, the generator sequences them instead of overlapping them.
Gold coins and tokens spawn on platforms, usually one to three pickups per ledge. Gold is common. Colored tokens are rare; silver is the rarest, then purple, then blue.
Grounded jump, then one extra in the air, slightly weaker. Jumps reset when you land. Space, W, and up arrow all fire jump. Tap on touch.
Hold down or S, or swipe down. Height drops so you can slide under a stacked platform. Does nothing in the air.
Left arrow, A, or swipe left. A short backward burst. While it lasts, a front eagle does not end the run. You are not exploring the map.
The in-run HUD can pause. Unpausing resumes the same stretch. Keys and swipes are ignored while paused.
Eagles spawn ahead and chase. A regular eagle that overlaps you from the front ends the run unless you are shielded or mid-dodge. Eagles that have already passed behind you are not the lethal contact.
Boss eagles are larger, marked in red, and faster. They appear later on their own cadence. They show three health pips. A shielded bump removes one pip and knocks them back. Three hits and they die. Those kills count for XP and for Boss Hunter challenges. A boss scrape without a shield is not always instant Game Over, but do not treat that as a strategy.
Purple
Gold worth 2· 10s
Only gold. Tokens are not extra wallet coins. Same color again resets the timer.
Blue
Eagle immunity· 10s
Destroys a normal eagle. Chips a boss. The only way an eagle bump becomes a kill instead of Game Over.
Silver
Pulls gold· 10s
Gold in range slides in. Tokens are not pulled.
Durations are ten seconds of run time. HUD timers show the remainder. Career XP also ticks from gold, tokens, miles, eagle kills, and boss kills. Levels do not change jump height.
The in-run HUD shows miles (tenths), that run’s gold total, and remaining time on 2×, shield, and magnet. Pause from the HUD; keys and swipes do nothing until you resume the same stretch. Music can be toggled there too. The HUD also flashes as cruise speed steps up with miles — treat that as a reminder to jump earlier, not as a new control.
On touch, one gesture will not fire duck and dodge together. Swipe down or swipe left, not both. Career XP lives in Next Level, not on the board. The in-game legend is: 1 XP per mile, 1 XP per gold pickup, 5 XP per token, 10 XP per eagle kill, 30 XP per boss kill. Levels go to 50. Crossing a level grants bonus coins shown on that screen. Those bonuses are not a jump upgrade.
The run ends if you fall below the course or if a front eagle hits you without shield or dodge. Game Over shows that run’s miles and coins. Progress is saved. Try Again starts another mission. You can also return to the menu.
Wallet credit and board eligibility need a run that started and finished through Play and then synced. Local play still works if a start cannot sync; that session is not the one that writes a trusted result. We do not publish how that check is implemented.
Gold on the course adds to that run’s coin total. Purple 2× makes each gold worth two for ten seconds. Tokens are not extra spendable coins by themselves; they are effects. After a verified finish, the run’s gold becomes wallet credit for the Skin Shop.
Weekly claims add more wallet coins. Optional packs are Micro ($1 / 1,000), Midi ($5 / 5,000), and Mega ($10 / 10,000). Friend codes are six letters or numbers; gifts spend wallet coins, not the HUD total of the current run. You can play the whole game without buying a pack.
The public board is a Top 50 by miles. Coins display next to the row. Set a player name for the label. Personal best miles are stored even off the Top 50 and gate the 100-mile Space Sector unlock.
Weekly challenges are a small rotating set. The homepage and the Challenges panel show the current jobs. They read stats from a verified run: coins in the run, miles without a shield, boss kills, and similar. Claim after the run. A no-shield challenge fails if you picked up blue at any point on that run. Practice advice lives in the Beginner Guide.
Start a mission
The speed ramp and eagle rules above are what you will hit after a few miles.