How to play Servo Sprint
Servo Sprint is a 3D endless runner set on a factory line. You play a robot on Line 3, the Foreman's drone hangs over your shoulder, and the only way to keep your job is to keep moving. The line never stops, so you never steer forward: you change lanes, jump and slide, and the game handles the rest. This guide covers everything in the current build, from the first thirty seconds to the systems you only notice after a week of Daily Runs.
Controls
There are three lanes and three moves. Everything else is timing.
| Action | Keyboard | Touch | Gamepad |
|---|---|---|---|
| Change lane | ← → or A D | Swipe left or right | D-pad, left stick, LB / RB |
| Jump | ↑, W or Space | Swipe up | A, or up |
| Slide | ↓ or S | Swipe down | B, or down |
| Pause / resume | P or Esc | Pause button | Start |
| Start or run again | Space or Enter | Start button | A or Start |
| Music on / off | M | Speaker button | – |
On a computer, the arrow keys and WASD both work, so pick whichever hand position you like. Space and Enter on the title screen start whatever the big button says: a normal run, the Daily Run or a friend's challenge.
On a phone or tablet, swipes register after about 10 pixels of movement, so short flicks are enough. A thumb swipe that drifts sideways still counts as up or down; it only changes lane when it is clearly sideways. If you would rather press buttons, turn on the Control wheel in Settings for a round pad with four quarters, and Wheel on the left if you play with your left thumb.
The game forgives early and late inputs. Press jump up to 0.3 seconds before you land and you jump again the moment you touch down. Jump just after rolling off a rail and it still counts. The game also pauses itself when you switch tabs, lock your phone or rotate the screen. It plays on all three, but it plays best on desktop.
The goal
Last as long as you can and score as much as you can. The line speeds up steadily for roughly the first 80 seconds and then holds at top speed, so a run is a ramp into a long, fast plateau. When you crash, the game-over screen tells you what got you and where (the weld cell, the laser cutters, the loading dock), your score, your best and your rank. Press Run again or tap anywhere outside the buttons to go straight back in.
Your first run is gentler on purpose. It starts slower, puts only one obstacle in each row, and shows a short tip the first time you meet something new. Your first three missions (jump three times, slide twice, grab gears in one run) are designed to finish on that first run, so you see the reward loop straight away.
Scoring
Distance scores all the time: 0.5 points per unit travelled, roughly 0.6 per metre. Pickups and smashes add on top.
| Source | Points |
|---|---|
| Gear | 10 |
| Screw | 25 |
| Drilling through a robot arm | 50 |
| Hammering a crate, stack or rover | 75 |
| Close shave past a press or test fire | 40 |
Multipliers boost everything you earn while they run. The golden torque wrench starts at ×2 and climbs one step a second to ×5 over 10 seconds, as long as you touch nothing. Overdrive doubles everything for 8 seconds. Multipliers stack by multiplying but never pass ×6. There is also a ceiling on how fast points can arrive, which an honest run never gets near; it keeps the boards fair.
Gears, screws and the Toolbox
Gears are worth 10 points and are also the game's currency. Every gear you pick up, plus mission rewards, goes into your Toolbox, which you spend in the Garage. Spending never touches your score. Screws are worth 25 points but are for score only; they never go in the Toolbox. At game over you see the run's gears fly into the Toolbox with a "+N this run" line.
Power-ups
Tools start appearing in open lanes after the first 10 seconds. Each tool you grab fills one of the five segments of the toolbox meter; fill all five for Overdrive.
- Wrench magnet (6 s): pulls gears and screws to you from every lane, a short way ahead.
- Drill (5 s): bore straight through robot arms for +50 each.
- Hammer (6 s): smash crates, stacks and rovers for +75 each. The line's machines can't be smashed.
- Golden torque wrench (10 s): the climbing ×2 to ×5 multiplier. Any contact ends it, smashing included.
- Wheel token (8 s, from about 14 s in): your robot folds into the UL-W1 roller. It moves 20% faster, grinds rails, launches off ramps and chains lane changes into drift combos. It can't slide, only hop low, and there are no robot arms while you roll.
- Spare Servo: bought in the Garage for 450 gears (hold up to three). When you crash, the robot reboots on the spot with 1.5 seconds of invulnerability. One per run, and never in the Daily Run.
Hazards, zones and machines
Five basic hazards come down the line, and all three lanes are never blocked at once. Jump crates or go round them. Crate stacks are two high, so change lanes. Slide under robot arms. Jump rovers, the low mobile robots that drive at you from about 20 seconds in. Jump gaps, because falling in ends the run.
The line runs through five factory zones of about 935 metres each: the Bakery Line (low crates and gaps), the Auto Plant (welding arms), the Chip Fab (crate stacks that need precise lane changes), the Night Port (rovers) and the Rocket Factory (gaps and everything else). Each zone also has its own machine with a warning lamp: oven doors, stamping presses, wafer conveyors that push you one lane, gantry cranes that drop containers, and engine test fires across a lane. Read the lamp, then pick your lane. The line steers itself through bends, so your controls never change in a turn.
The Foreman
The Foreman is a presence, not a hazard. His drone closes in as the run goes on and every time you let a gear go by, and backs off when you play clean. A few times a run (about 25 seconds, 70 seconds and two minutes in) he overtakes you and holds his searchlight on the next real hazard: the lit lane is the one with trouble in it. He never blocks a lane and never changes your score.
The Daily Run
One course a day, the same for every player, opening at midnight Pacific time. Run it as often as you like; the Daily board shows everyone's best run of the day. Spare Servos are off, and every robot runs on Unit 07's numbers with no perk, so the Daily is a pure test. Each day also has a twist, an extra goal such as "Grab 20 screws" or "Last 60 s", worth +50 gears once a day. On the Daily and on challenge courses you race a see-through cyan ghost of your own best run, with a chip showing whether you are ahead or behind at the same second.
Missions and grade
You always have three missions running, each of a different kind: skill, distance, pickup or style. Finishing one pays gears and a new one takes its place. Once a day you can swap one mission, and finishing eight in a week pays a +150 gear bonus.
Your grade (the Line grade) rises with every gear you earn in play. Grade 2 takes 100 gears, grade 3 takes 300, grade 5 takes 1,000 and grade 10 takes 4,500. Each new grade pays 10 × the grade in gears, and grades open robots and Garage options. Gears bought in the optional store can be spent but never count toward your grade.
The Garage
The Garage has three tabs. Robots is the showroom: seven robots, each unlocked with a grade and a gear price (see the robot guide). Once a day you can test-drive a robot you don't own for one free run. Paint covers body and accent colours (free), metallics (400 gears each) and rare finishes such as brushed titanium and carbon fibre. Customize holds your robot's name, plate text and pattern, trims, run trails, hammer skins, the Spare Servo and your badge shelf. Looks are looks only.
Challenges and Crews
After any run, Challenge a friend sends a link to the exact course you just ran. Your friend races your ghost until they beat your score. A Crew is a 24-hour race on one course for up to 50 robots: start one from the title screen, share its link, and each player's best run counts. When it ends you get a podium and can start a rematch. Crew and challenge runs count on the normal boards too.
Badges
Badges are checked by the game's server, so they can't be bought or unlocked on your device. Some come from the boards (Daily Champion, Daily Top 10, Weekly Top 10, 10k Club), some from friends and Crews (Rival, Giant Slayer, Crew Podium, Crew Winner), and some from showing up (Shift Streak and 30-Day Shift). They sit on a shelf in the Customize tab and up to three appear on your share card. Save your name to keep them.
The Workshop
The Workshop is a learn-by-building mode, labelled beta, opened from the title screen. You rebuild Rover, Pup-4 or Unit 07 from real kinds of parts (servos, gearmotors, gearboxes, battery packs, sensors), shape the structural links, test the build on a bench, and run it through four missions per frame: Sprint, Climb the ramp, Haul a crate and Last a shift. Every failure comes with a debrief that explains it with numbers and often suggests a fix. Then you can run your build on the Line. Workshop runs never post scores or earn gears; they are for learning. The Workshop is in English only for now.
Ready? Play Servo Sprint · Next: meet the robots or read the strategy tips.