Loading…
Fold, launch and ride warm air over a painted countryside, one touch at a time.
A paper plane, a summer countryside and one finger. Hold to lift the nose, let go to let it fall, and that is all the control you have. Energy is honest: a dive builds speed, a climb spends it, and if you climb too long the plane stalls, wobbles and drops until it has dived back to speed. Shimmering columns of warm air carry you up; gusts push you around; on breezy and stormy days cold sinking air presses you down. Fly through paper rings for points, with a small bonus for every ring in an unbroken chain, and keep clear of oaks, poplars, windmills, power lines, flocks of birds and the hills. The flight ends where the plane touches anything, ground included. Every meter is a point. Three skies, calm, breezy and stormy, plus a Daily flight that is the same course for everyone.
Press and hold anywhere to lift the plane's nose; let go and the nose drops. The plane flies right on its own. On a keyboard, hold Space, Enter, W or the up arrow. Your first press launches the plane. A dive gains speed and a climb spends it, so trade one for the other: dive a little to build speed, then use it to climb over a tree or up into a ring. Climb too long and the speed runs out: the plane stalls, its nose drops and it sinks; let go and dive until it answers again. The airspeed bar in the top corner turns red at the stall. Shimmering golden columns are warm air: fly through them slowly, nose a touch up, to climb as high as you can. Grey columns sink, and streaks of wind push you along, back, up or down. Fly through a paper ring for 10 points, plus 2 more for each ring before it in your chain (up to 30 a ring); miss one and the chain starts again. Every meter flown is a point. Touching the ground, a hill, a tree, the windmill or its sails, a power line or a bird ends the flight.
Driftfold is a one-touch gliding game. You fly a folded paper plane over a painted summer countryside of meadows, hedgerows, villages and far blue mountains, and the only control you have is your finger: hold to lift the nose, let go to let it fall. The plane always flies to the right, and how far it gets is up to how well you manage its energy.
The flight is honest about energy. A dive turns height into speed, a climb turns speed back into height, and the air takes a little of both all the time. Climb for too long and the plane runs out of speed and stalls. To fly far, you read the sky: warm air to climb in, sinking air to avoid, rings to thread and obstacles to clear.
Yes. Like every game on Play, it runs free in your browser, with no download and no account.
On a calm day warm columns are wide, strong and frequent, the rings are wide and the wind is gentle. A breezy day brings narrower rings, stronger gusts, fewer columns and now and then a column of sinking air. A stormy day has the narrowest rings, frequent strong gusts, sinking air more often and obstacles closer together, under rain. On every day the warm air weakens slowly the farther you fly.
Every day everyone flies the same breezy course, column for column and ring for ring, so the scores compare directly on the leaderboard.
That is a stall. A paper plane needs airspeed to fly; climb for too long and the speed runs out. Let go and dive: once it is back to speed, the plane answers again.
Yes, and that is the roomiest way to fly: the sky fills the screen and the score sits beside it. Upright works too, with the camera showing a little less sky ahead.