How to play
- Goal
- Set the skiff down gently on the lit mooring, upright and slow.
- How it ends
- A flight is won when both legs settle on the mooring within the safe speeds and tilt. It is lost when the skiff touches rock any other way or leaves the sky; start again at once.
- Record
- The fastest landing and the least fuel for each mooring.
- The skiff hangs from its hook until you press a control; the clock starts then. Burn pushes the skiff the way its mast points, and gravity pulls it down all the time. Tilt left and right turns it a notch (7.5°) at a tap, and keeps turning while held. On a phone, hold the ⟲ ⟳ and Burn buttons; with a keyboard, Left/A and Right/D tilt and Up, W or Space burns.
- Land on the lit mooring with both legs on its deck, the planks between its two lanterns. Come down no faster than 1.2, move across no faster than 0.6, and tilt no more than 7.5°. The gauges show all three, green where a mooring takes it, and the cabin light turns green when a landing would hold. Any other touch of rock is a crash, and so is leaving the sky; R flies again at once.
- The tank holds a mooring's own number of burner-seconds, and an empty burner is dead. Wind blows across in bands, and the streamers show which way and how hard. Warm vents push the skiff up, and with two moorings you land on 1 to load cargo before flying on to 2. Every landing counts for both tables, but a paused flight's time does not count.
Controls
| Hold ⟲ · ⟳ | Tilt the skiff a notch at a tap, and on while held |
|---|---|
| Hold Burn | Push the skiff the way its mast points |
| Left · A · Right · D | Tilt |
| Up · W · Space | Burn |
| R | Fly again |
| Escape | Pause (the flight's time then no longer counts for a record) |
The rock, moss and oak textures, the title backdrop and the sounds come from the Morass warehouse; the sky, the clouds, the islands' shapes, the wind, the vents and the skiff are drawn by the game. A flight is sent as its control changes alone, and the records worker flies it again with the same core before it ranks the result. Your progress stays in this browser under morass.lander.v1. No ads or analytics run inside the game.
About Lander
A Lunar Lander-style flight over the Drift, islands of rock and moss floating above a sea of cloud at dusk. A small rune-skiff hangs from its launch hook; a lantern mooring waits on an island below. Hold the burner to slow the fall, tilt to drift across, and touch down on the mooring's deck slowly and upright. Anything else breaks the skiff on the rock.
The whole sky is always on screen, the tilt turns in clear 7.5° notches, and the three landing limits are drawn on gauges the whole flight, green where a mooring takes it. A light on the cabin turns green when a landing would hold, and a crash names every limit it broke. Every flight is the same to the last bit in every browser, so the site can fly a record run again before it keeps a place.
There are 120 moorings in eight drifts. Each drift adds one thing: crosswinds in bands of sky, moorings under overhanging islands, gusts that rise and fall, warm vents that lift you, two moorings to land on in turn, narrow channels between the islands, and finally a storm with all of them. Every mooring was flown by ten human-paced pilots before it shipped. Each keeps a Top 10 for the fastest landing and one for the least fuel.







