Arcade Whale OriginalMade in-house, free to play
Powderline
- Developer
- Arcade Whale
- Genre
- Sports
- Released
- Updated
- Platforms
- Browser (desktop, mobile, tablet)
- Orientation
- Landscape
- Players
- Single player
How to play
Desktop A/D carve · Space/W speed · S slow · in the air: A/D spin, W/S flip · R same mountain
Touch Arrows/screen sides carve and spin, green speed, red slow, pedals flip in air
About Powderline
Powderline is a free browser snowboarding game about escaping a storm over one 2100 m descent. Your board angle builds speed: point downhill to accelerate, carve across the slope for control, tuck to reduce drag, and brake before tight turns. Tucking makes the board slower to answer, so holding speed through every obstacle is a costly choice.
The first 300 m introduce a straight gate, a centre rock to go around, a wider turn and an optional ramp. After that, your mountain seed determines the route. Powder Bowl tests snow reading, Timber replaces ice with tree walls and gaps, and The Cornice brings slippery ice and unavoidable snow lips. The last 135 m form a winding rock corridor.
Packed snow gives balanced grip. Matte white powder grips harder but costs speed in a carve. Shiny blue ice lets your board turn while your momentum keeps sliding; brake before entering it. The snow label reports your actual surface, and striped stakes mark the piste edges.
The storm bar shows how close the front is, and inside 35 m the label adds the metres. For the first 400 m the storm stays right behind you: ride clean and it drops back, crash and it rolls in, because it does not slow down the moment you fall. Passing between a pair of flags pushes it back 14 m. A clean 360 spin or a full flip buys 38 m. Pull far ahead and the storm speeds up to close the gap, so a huge lead never lasts. During the surge in Timber it closes to about 55 m behind you for ten seconds: straight escape lines become more valuable than another gate.
In the air, hold a steering key or arrow pad to spin, or W/up for a front flip and S/down for a back flip (the green and red pedals on a phone). Release and the board settles before landing if it is already close to level. Green landing feedback requires a full rotation and an aligned board; a half spin lands you backwards and a half flip lands you on your head, and both are wipeouts. Holding the speed key through the take-off does not flip you: let go once in the air, then press again.
At 320 m a checkpoint sign rates your opening with a bronze, silver or gold medal for the first three gates, shows your gates and spins so far and names the next target, all without stopping the run. Finish to earn the Escape medal. Finish with at least 8 gates for Slalom, or with 2 clean spin or flip landings for Freestyle. You can earn the three medals on different successful attempts at the same mountain. SAME MOUNTAIN repeats its layout, including after a page reload; NEW MOUNTAIN gives another route. Your best distance, fastest finish and medals are saved locally for the most recent 24 mountains.
A/D or the arrow keys carve, W/up/Space tuck, S/down brake, and R retries the same mountain. With a mouse, hold either side of the scene to carve. On a phone, the bottom-left arrows carve, and so does holding the left or right half of the screen; the tall green pedal gives speed and the red pedal brakes. A quick tap on a carve or speed control gives a short carve or tuck, and holding gives the full move. The run waits for your first input.
Powderline tips & strategy
Ride clean after your second crash
Your first two crashes in a run only cost speed. From the third one on, every wipeout also slides you backwards up the slope while the storm keeps coming, and the slide grows with every extra crash. The count is not permanent: roughly every 11 seconds of clean riding wipes one crash off it. After two spills, take the wide line around rocks for a while and let the count cool before you go hunting gates or ramps again.
Brake into a hit you cannot avoid
A crash hurts more the faster you were going. Below about 25 km/h you are back up in half a second. At 87 km/h or more you are down for 1.3 seconds, and from your third crash on, the slide back up the hill is about three times longer than after a slow hit. If a rock is coming and there is no way round it, hold the slow key. It also makes the edge grip harder, so your last moment of steering still has a chance.
Point downhill when the storm surges
Once per run, at 1150 m, the storm surges. For ten seconds it closes in until its front is about 55 m behind you, close enough to see its shadow on the snow, however big your lead was. A crash in that window can end the run. When the STORM SURGE banner appears, stop chasing gates and point downhill until it passes. Afterwards the storm eases off for a while and lets you rebuild the gap.
Check your speed against the storm's pace
The storm comes down at a set base pace on each face: about 53 km/h on Powder Bowl, 64 on Timber and 74 on The Cornice. Your speedometer has to average more than that to hold your gap, and more again while you carve across the slope. Powder is the trap. Untucked, it pulls you toward roughly 45 km/h even pointed straight down, slower than the storm anywhere on the mountain. In a powder patch, tuck or carve out of it unless you have metres to spare.
Let go of the spin before you land
Spins pay in metres. A 360 pushes the storm back 38 m and a 720 pushes it back 70 m, as much as five gates. Only net rotation counts, so wiggling left and right earns nothing. A full turn takes about 0.9 seconds of holding, and the launch grows with the speed you bring, so a slow ramp hit cannot fit one. Let go as the board comes back round: within about 34 degrees of your direction it settles itself before you touch down.
Frequently asked questions
How do I go faster?
Point down the fall line and hold W, up or Space to tuck. Tucking reduces drag but weakens steering, so release it before a turn. S or down brakes and gives the edge more grip. On a phone, use the green and red pedals.
Why does steering feel different on shiny snow?
Shiny blue patches are ice. The board turns, but low grip means your momentum continues along its previous line. Brake before the patch and choose your entry angle early; the surface label confirms when you are on ice.
What is chasing me?
A storm moving downhill behind you. The storm bar fills as it closes in, and inside 35 m it shows the metres. For the first 400 m it stays close behind you and drops back as you ride clean; a crash lets it roll in. Its speed increases between the three faces, it speeds up whenever you get more than about 280 m ahead, and once per run in Timber it surges to within about 55 m before easing off. Gates push it back 14 m and a clean 360 spin or full flip pushes it back 38 m.
How do I land a spin?
Hit a ramp or cornice with enough speed, then hold a steering key or arrow pad in the air. Release near a full rotation while the board is aligned with your direction of travel. Green feedback means both conditions are met at that moment; continuing to hold the arrow can turn you out of alignment again.
Can I do flips?
Yes. In the air, hold W or up for a front flip and S or down for a back flip; on a phone, the green and red pedals do the same. A full flip lands for 38 m, the same as a 360, and a spin plus a flip on one jump pays for both. Let go to level out before you touch down: half a flip is a wipeout. If you were already holding the speed key at take-off, release it once before flipping.
What are the three medals?
Escape requires a finish, Slalom requires a finish with at least 8 gates, and Freestyle requires a finish with at least 2 clean spin or flip landings on separate jumps; a 720 or a spin with a flip on one jump counts as one landed trick. Medals earned on different successful runs accumulate on the same mountain. A failed attempt does not award completion medals.
Does Ride Again change the mountain?
No. SAME MOUNTAIN and R repeat the current seed so you can learn a line and improve your time. NEW MOUNTAIN changes the route. The selected seed and the records of your latest 24 mountains remain after a page reload.
Is Powderline like Snow Rider 3D?
Both involve steering down a snowy mountain. Powderline is our own game, with carving and grip that change across three snow surfaces, a storm chasing you, spin and flip landings and three replay medals. It runs free in a desktop or phone browser.
