GYRE Grazeline
体験版あり
About the game
ギリギリを飛ぶほどスコアが伸びる、ネオンに輝く無限チューブランナー。加速し続ける光のトンネルで宇宙船を操縦し、長く耐えるほど速く迫ってくる隙間を縫うように進みます。飛行距離に応じてスコアが増え、障害物を間一髪でかわすと加点されます。端すれすれを飛び、恐怖に負けず、自己ベストの軌道を更新しましょう。
Steamの原文説明
GYRE Grazeline is a neon endless tube-runner about flying dangerously close.
You pilot a ship down the throat of a luminous tunnel that never stops
accelerating. Obstacles arrive out of the dark — bars, gates, pillars,
spinning rings — and there is always a way through. Finding it is the game.
FLY CLOSE
Distance earns points steadily. Near misses pay a bonus on top — a flat
seventy-five points for every obstacle you slip past with nothing to
spare, banked the instant you clear it. Patterns pay per element: graze
every gate in a weave and you collect for each one. Risk pays, and the
safe line and the scoring line are never the same line. Play cautiously
and you will survive. Play close and you will score. The tension between
those two is the whole game.

THE TUNNEL ESCALATES
Fourteen obstacle types unlock as your run goes deeper. The first minute
is cubes and simple gates. Push further and the tunnel starts to move:
rotating gates, pulsing barriers, spinning rings of cubes — and past a
certain distance, they begin to speed up. Nobody has seen the end of it,
because there isn't one.
Color palette presets are available, including colorblind and high-contrast modes.
CHASE THE NUMBER
Thirteen achievements, from your first crash to grazing twenty-five
obstacles in a single run. Steam leaderboards for best score and best
distance, so you can measure your line against your friends'. Lifetime
records and per-run bests tracked across every session. Cloud saves keep
your progress with you across machines.

GENERATED, NOT ARBITRARY
Runs are procedurally built, and the rules behind them are deliberately
conservative. Gap widths, spacing and animation speeds are constrained so
that a survivable path is what the generator is aiming for at every speed
the tunnel reaches. Fast, demanding, and meant to be read — not a coin flip.

BUILT TO BE PLAYED
First-person and third-person camera modes
Full controller support with on-screen glyphs for Xbox and PlayStation pads
Every control fully rebindable, keyboard or gamepad
Original soundtrack composed by the developer
Adjustable bloom, CRT filter, camera shake and vibration
Lifetime records and per-run bests tracked across sessions
No launcher, no account, no connection required

Kubarys™ and the cube logo are trademarks of Bruno Delorenzo.






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