How to play
- Goal
- Fly the witch down the mountain through every rune gate, in order, as fast as you can.
- How it ends
- A run ends when you fly through the finish arch; a missed gate pulls you back in front of it, so every finish has passed every gate.
- Record
- The fastest run on each course; every finished run counts.
- After the countdown the broom flies down the slope on its own and gathers speed on the steep parts; steer it between the two posts of every rune gate, in order, to the finish arch. The next gate glows blue with a beam of light over it, and gates sit to the left and right of the course line in turn.
- Hold Drift while you steer into a turn: the broom slides round a tight arc and the bristles throw sparks, violet and then gold. Let go for a burst of speed, longer after gold. Every turn spends a little speed, the snowbanks at the sides stop you, and the deep powder just inside them slows you.
- Miss a gate by flying past outside its posts and it flares red: the ward holds you for half a second and sets you on the course line 22 metres before it, so the clock runs on while you try again. A second before a gust blows, chevrons stream across the snow and a chip names it; then steer into the push.
Controls
| Steer ◀ ▶ (held) · ← → · A D | Steer |
|---|---|
| Drift (held) · Shift · Space · Z · C | Drift; let go for a boost |
| R | Restart the course |
| Escape | Pause (the run then no longer counts for the Ten) |
The witch, her broom, the wardstone gates and the pines are warehouse 3D models drawn with three.js; the sparks, snow, wind and runes are warehouse effect sprites packed into one sheet, and the fonts and sounds come from the Morass warehouse. A run is sent as your controls alone, and the records worker flies it again with the same core before it ranks the time. Your progress and your best run's ghost stay in this browser under morass.broom-slalom.v1. No ads or analytics run inside the game.
About Broom Slalom
A slalom in full 3D in the Crown-Reaches of the Deep Highlands, where at first snow the hedge-witches fly the old warding-gates down the fells to renew the wards for the winter. Each gate is a pair of wardstones with a veil of runes between them; fly between the posts and the veil bursts into sparks, fly past outside and the ward holds you, then sets you back in front of the gate it is still waiting for.
There are twelve fixed courses on four peaks, each with its own light: wide morning slopes on Ardveth Fells, mist on the Krevneld Steeps, glazed snow at dusk on Skeldvorn Glaze and narrow couloirs under the aurora on Ornkaveth Crown. Gusts blow across the slope on a beat you can learn, shown a second before they push; ice slides the broom wide. Every course is the same every time, so a course can be learned.
Your fastest run on each course flies beside you as a pale ghost, with your time against it at every gate, and on this page the record's run flies too, in gold. Each course keeps a Top 10 of the fastest runs, and the site flies the whole run again before it keeps a place; gold, silver and bronze times are yours to chase on every course card.







