Alto's Adventure feature graphic, a one-touch snowboarding game about gliding down a mountain at sunset

Alto’s Adventure is the one-touch snowboarding game from Snowman where you tap to jump, hold to backflip and watch the light change as you ride downhill. It is a quiet game with a sharp skill edge, and a run is over the moment you misjudge a landing.

We built Emberdune, our own original game around that tap, hold and flip loop, and it runs right here on this page. It swaps snow for golden dunes, it is free, and there is nothing to install or sign up for. The track changes every day.

Play Emberdune now

Tap, click or press Space to jump, and hold in the air to backflip. Sound is off until you turn it on with the sound button or the M key, and it is worth doing with headphones.

Emberdune
Runs in your browser

How to play Emberdune on a phone or desktop

You play Sela, the last courier of the Lantern Clan, carrying one ember down the Amber Reach before the stars come out. Your board rides the dunes on its own, and you only decide when to jump and when to spin.

Three things end a run: clipping a boulder, dropping into a chasm, and landing while the board is still upside down. The third is the one to practice. Let go of the flip before you land and the board levels itself, and the closer it matches the slope, the better the landing scores.

Your best score, your daily streak and your goals are saved on this device. Nothing leaves your browser.

Flips, rails and Sunsurge

Your score is the distance you cover plus bonuses. Each lantern adds 10, and each backflip you land adds 100, with 50 more for a perfect landing, all times your multiplier. Land flips in a row and each one in the chain raises the multiplier by half a step, up to x4. The chain ends if you stay on the ground for 3 seconds, land sloppily or crash.

Flips are also how you charge the Surge meter. Every flip, perfect landing, rail grind, edge jump and close call fills it, and a full meter starts Sunsurge for 7 seconds. During Sunsurge you ride about 20% faster, you jump a little higher, lanterns fly toward you and boulders shatter for points instead of ending your run.

Two risk-and-reward moves sit on top of that:

The daily track, goals and zones

The track is built from your device’s date, so everyone who plays on the same day gets the same dunes, boulders and chasms, and scores compare directly. Before a hazard reaches you, a solver replays the game’s own jump physics at the slowest and fastest speeds you can have at that point. It only keeps the hazard if there is a takeoff window of about a third of a second or more. If you crash, a clean line existed.

Each day also sets three goals, such as landing 8 backflips or grinding 90 m of rail. Progress carries across the runs you play that day, and finishing goals unlocks new scarf colors at 3, 8 and 15 goals.

The light changes as you ride. Amber Reach starts at golden hour, Rosewind Mesa begins at 520 m, Lantern Flats at 1,100 m and Starfall Rim at 1,900 m, with Dawnglass after 2,600 m before the cycle starts again. At the base speed, Rosewind Mesa is about 45 seconds into a run and Starfall Rim is about two and a half minutes in. Starting again takes one tap or the Enter key.

Challenge links and replay clips

After a run, the Share button opens this page’s share menu with your score and the day’s track, and the link carries a challenge. A friend who opens it sees your score as a target and a ghost rider pacing your run. When their reply link comes back to you, you unlock a violet scarf. The reward needs a real reply, so sharing alone does not earn it.

The game also keeps the last 7 to 15 seconds of every run in memory. Save clip on the result screen stores that video on your own device, and where your browser allows it a second button opens the native share sheet with the clip and a score card. Nothing is uploaded. If your device is set to reduced motion, the game skips recording, screen shake and every particle effect.

Tips to go further

How Emberdune compares to Alto's Adventure

Emberdune keeps what makes Alto’s Adventure hard to put down. You control one thing with one finger, a backflip is a decision and not a button press, and the light shifts from golden hour to starlight as you go. Runs are short, a crash costs a few seconds, and restarting is instant.

We added a few ideas of our own. A Surge meter, rails and edge jumps give each run more than one thing to chase, and the daily track means everyone rides the same line on the same day. We left out the mountain village, the escaped llamas, the character roster and the shop, and every visual here is drawn by our own code. The soundtrack is generated live in your browser, not recorded.

If you want the real mountain, the goal tree, the extra characters and the layered art, get Alto’s Adventure itself. Emberdune is a short daily ride that fits in a browser tab, not a replacement for a game that people have played for years.

How we built a 126 KB dune glider

The whole game is one HTML file and makes zero external requests, so it keeps running if your connection drops after the page has loaded. It renders in WebGL2 with a high-dynamic-range target and multisampling where the GPU supports them, and the dunes are lit by a low sun with shadow mapping, curvature occlusion, procedural ripples and wind-blown sand. The sky, the stars, the aurora and the light shafts are generated in shaders, and a bloom pass with filmic tone mapping handles the lanterns. The render scale adjusts itself on slower phones.

More runners you can play here

  • Holly Hill Dash, inspired by Snow Rider 3D: a downhill sled run with gifts, ramps and a new hill every day.
  • Corner Rush, inspired by Temple Run: sharp corners, jumps and slides on a daily path.
  • Rail Sprint, inspired by Subway Surfers: switch between three tracks and collect coins.
  • Downhill Rush, inspired by Slope: steer a ball down a 3D track full of gaps and blocks as the speed climbs.

Get Alto's Adventure

Alto’s Adventure is a mobile game, and you can find it on Android and iOS. Its sequel, Alto’s Odyssey, moves the same one-touch riding from snow to a desert. If you are choosing between them, our guide to cozy game apps for Android covers where the series fits, and our Temple Run 2 alternatives compare 7 endless runners, Alto’s Odyssey among them.

Download: AptoideGoogle PlayApp Store

Frequently asked questions

Can you play Alto's Adventure in a browser?

Alto’s Adventure is a mobile game that comes from the app stores, so the real game is not something you can open in a tab. Emberdune, the game embedded on this page, is a free browser game with the same tap, hold and flip loop, so you can try the feel with nothing to install.

Is this the real Alto's Adventure?

No. Emberdune is an original game we built, inspired by the one-touch riding and backflips of Alto’s Adventure. It is not made by, affiliated with or endorsed by Snowman or Noodlecake, and it uses none of their art, characters, names or audio. The download links above are for the real Alto’s Adventure.

Does Emberdune work offline?

Once the page has loaded, yes. The game is a single file that makes no network requests, so your run keeps going if your connection drops. If you reload the page while offline, your browser needs to have kept a copy of it.

Is Emberdune free, and does it need an account?

It is free, with no ads inside the game, no signup and no account. Your best score, streak and goals live in your browser’s storage on your own device, and clearing your site data resets them.

Does it run on a phone or a Chromebook?

Yes. On a phone you tap to jump and hold to flip, and on a Chromebook or desktop you click once and the keyboard works. Emberdune needs a browser with WebGL2 turned on, and it lowers its render scale by itself if your device is struggling to hold a smooth frame rate.