How to play
- Goal
- Travel as far upriver as you can, riding logs and dodging wagons and siege trains.
- How it ends
- A run ends when you are hit, fall into water, drift beyond the banks, or let the pursuing mist catch you.
- Record
- Your furthest distance is kept for each journey, with ties keeping the earlier record.
- Hop one row at a time. Wagons and siege trains are lethal on contact with your landing or standing position; wait on a bank until a gap opens.
- Water needs timber under your landing. A log carries you along with its current; leave before drifting beyond the banks. Rail lamps turn red before an approaching siege train.
- Each new furthest row adds one step. Going backwards adds no score. Reach a new row within ten seconds and reach the sanctuary after 300 steps; runs end after at most ten minutes. Paused or slow-browser runs save locally.
Controls
| Arrows / WASD | Hop in four directions |
|---|---|
| Space / tap the scene | Hop forward |
| Swipe / direction buttons | Hop on a phone |
| R | Restart this journey |
| Escape | Pause or close a dialog |
Distance records are checked by replaying the hops with the same headless rules. Personal distances stay in this browser under morass.river-raid.v1. Three.js draws the source-authored river scenery; font and audio masters come from the Morass warehouse. No ads or analytics run inside the game.
Watch how to play
About River Raid
A small cloaked raider follows a lantern river through willow banks, watermills and a blue-grey marsh. Moving timber carries you across the water, wagons rumble along the roads, and siege trains announce their approach with rail lamps.
Willowmere, Millrace and Lantern Fen are repeatable journeys with different current and traffic patterns. Study a safe bank, hop into a gap and keep ahead of the pursuing mist.







