Color Relay
Tap to change colour and carry it down the track. Every woven band takes two of the three — be the third and the run ends there. Bring matching chips to a relay post and the payout climbs fast.
Controls
- Touch — tap anywhere on the playfield
- Move one step around the colour ring: Cyan to Magenta to Amber and back to Cyan. The ring only moves forward and a tap can never be taken back
- Mouse — click anywhere on the playfield
- Exactly the same one-step colour change as a tap; there is no second mouse gesture to learn
- Keyboard — Space, Up Arrow or Right Arrow
- One step around the colour ring per key press. Holding the key down does not repeat
- Tap again while the shifter ring is still refilling
- Queues one more step, which fires the instant the ring fills. A third tap is ignored and shakes the ring instead
- Escape, or the Pause button in the HUD
- Pauses the run and opens sound, vibration, reduced motion and high-contrast weave, plus Resume, Restart and Title
How to play
ObjectiveCarry a colour down the track and hand it off at every relay post. Passing bands keeps you alive; the number of matching chips you bring to a post is what actually scores, and five matching chips pay 250 against 90 for three.
Getting started
- Choose Play on the title screen. Your runner starts wearing Cyan, which the first band accepts when it reaches you 1.6 seconds later, so no opening change is required.
- Look at the three objects above the judge line. Each woven band shows the two colours it accepts, and the HUD shows the colour of this relay post and the next one.
- Tap when the band coming at you does not show the colour you are wearing. One step is always enough, because the only colour a band turns away is the one you already have on.
- Watch the chip drop into your pouch each time you pass a band. Whatever colour you were wearing at that moment is what gets stored, so choose the colour with the post in mind.
- Reach the relay post — every sixth object — wearing its colour. Your matching chips are counted as n and paid out, then the pouch empties and the next post begins.
- Keep an eye on the shifter ring drawn around your runner. It refills over about eight tenths of the gap between objects, so a second step in the same beat has to be started early.
- The run ends the moment you reach a band wearing a colour it does not accept. The result screen names which of the four mistakes it was, then Play Again puts you back on the track in under two seconds.
Tips
- When a band forces you off the post colour, pay one extra step straight away so you land one step from the post colour instead of two. From two steps out, every chip you want needs a double change, and a double change has to start beside the previous object.
- Read the shifter ring before you plan anything. An empty ring means you have zero steps available this beat, a full ring means you can afford to borrow into the next one. It is the only clock in the game and it never resets at an object.
- Start a double change while the previous object is still in front of you. The first step has to begin no later than about two tenths of a gap after that object passed — a 220 ms window at the start of a run, down to 120 ms once the track reaches full speed.
- Before you commit to a double change, check whether the object you are still leaving accepts the in-between colour. If it does, the first step is free and you can start it as early as you like. If it does not, that in-between colour is what you will crash on.
- Give up on a chip rather than a run when the window is too tight. Missing a relay post costs you the pouch and nothing else, while reaching a band in the wrong colour ends everything — one step to survive always beats two steps to earn.
- Chase n=5 only when the post colour has already survived the first three bands. You can see three objects above the judge line, so the fourth and fifth band before each post are a bet, and about one band in three refuses any given colour.
- Line up two strong posts back to back rather than one perfect one. Two consecutive posts at n=4 or better pay an extra 50 from the second post onward, so 160 plus 210 beats 250 followed by a dumped pouch.
- Treat a graze as damage control, not as income. Slipping through in the last 60 ms pays 5, while passing a band normally pays 1 and reaching a post with five chips pays 250 — grazing on purpose risks the whole run for pocket change.
- Expect the track to stop accelerating around a minute and fifty seconds in. The gap between objects bottoms out at 600 ms at the twenty-first post, so anything you can read at that speed you can hold for the rest of the run.
FAQ
How do I start playing Color Relay?
Press Play on the title screen and the run starts immediately — no download, no account, no sign-in. Your runner begins in Cyan and the first twelve objects of Leg 1 have guide rails, so a wrong colour there only bounces you off instead of ending the run. A finger prompt appears at the third band, the first place a colour change is actually needed.
What is the goal in Color Relay?
Get as far as you can while handing off as many matching chips as possible. Every band you pass drops the colour you are wearing into a five-slot pouch, and every sixth object is a relay post in one colour that pays out based on how many chips in your pouch match it. Points come from the handoff, not from surviving.
How does scoring work in Color Relay?
Passing a band pays 1 and a graze — slipping through in the last 60 ms — pays 5. At a relay post, the matching chips in your pouch are counted as n: 3 chips pay 90, 4 pay 160 and 5 pay 250, while 0 to 2 chips only pay 2 for each one. Two posts in a row at n=4 or better add 50 from the second post onward, and the pouch empties after every post.
How do I get a higher score in Color Relay?
Push n from 3 to 5 at the posts you can reach — that single jump is worth 160 points, which is 160 bands' worth of survival. The way to do it is to stay on the post colour through all five bands before the post, and to pay an extra step the moment a band pushes you off, so you are one step from the post colour rather than two.
Why did my run end when I passed the band before it fine?
You reached a band wearing a colour it does not accept, and that is the only way to lose. The result screen names which of four things happened: you did not tap in time, you tapped past the colour you needed, your shifter was still refilling because you borrowed the beat, or you were caught wearing the in-between colour of a double change.
Why can I not change colour when I tap?
The shifter ring around your runner has to refill before another change can start, and refilling takes about eight tenths of the gap between objects. One change per object is always affordable, but a second one in the same beat borrows time from the next. Tapping while it refills queues one step; a third tap is ignored and the ring shakes to say so.
What happens if I miss a relay post?
Nothing ends — you lose the whole pouch and score zero at that post, then carry on with an empty pouch. Relay posts cost you money, woven bands cost you the run. That is why dropping a chip you cannot safely reach is usually the right call, and why there is always a survivable option no matter what the track throws at you.
Can I play Color Relay on my phone?
Yes, and the phone is what it is designed for. The whole playfield is one big tap target, so it plays one-handed in portrait, and landscape is supported with the track flowing right to left and the HUD moving into a left-hand column. On a desktop browser you get the same phone-shaped playfield centred on screen with identical timings.
Is Color Relay free, and are there any ads?
It is completely free with no ads anywhere — not before your first run, not between runs, not as a revive offer. There is nothing to buy, no currency and no paid continues. The game also makes no network requests at all while you play, so nothing about your session is sent anywhere.
Is my progress in Color Relay saved?
Your best scores, totals, level, unlocked tracks and skins, daily streak and settings are stored in this browser on this device only. There is no account and no cloud save, so progress does not follow you to another device and clearing site data removes it. If your browser blocks storage, the game still plays and tells you once that nothing will be kept.
What are Sprint and Daily Track in Color Relay?
Relay is the endless mode with no finish line. Sprint gives you 60 seconds and treats the buzzer as an ending rather than a death, so your score stands. Daily Track is 40 relay posts generated from the date, identical for everyone that day, and finishing it is the closest thing this game has to winning. Leg 2 and Leg 3 starts unlock at level 3 and level 8.
I am colour blind or the colours are hard to read — can I still play?
Yes. Each of the three colours carries its own texture as well as its hue — Cyan is diagonal stripes, Magenta is dots and Amber is a solid outline — so every judgement can be made without relying on colour. The pause panel also has a high-contrast weave option that thickens those textures, plus reduced motion, sound and vibration switches, and the run reads its state aloud for screen readers.
About the game
Tap to change colour and carry it down the track. Every woven band takes two of the three — be the third and the run ends there. Bring matching chips to a relay post and the payout climbs fast.