Turbo Signal: One More Run
Catch a post, swing, let go, grab the scrap.
Pro game
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About Turbo Signal: One More Run
Turbo Signal: One More Run is a fast grapple arcade game set in a tiny scrapyard in orbit over a banded copper planet. Hook, a yellow salvage skiff no longer than your thumb, has no engine at all. It gets about the yard on a grapple line alone.
Hold the grapple and the line snaps to the nearest signal post in reach. Hook swings round it, faster as the line reels in; let go and Hook flies off along the swing. Scrap drifts between the posts in clusters. Catch piece after piece to build the Salvage chain and climb the multiplier from ×1 to ×8, and catch one in the second after letting go for a sling worth half again. Compactor sweeps cross the yard with a gap to thread, laser fences spin on their pylons, mag-mines blink into place and shock rings spread, every one of them marked before it can hurt.
Tool crates add charges, and the choice is when to spend them: a Magnet pulls the scrap around Hook in, a Weld takes one hit for the hull, and a Shock clears the hazards close by. A shift is 45 seconds on the clock, power cores add three more, and three hull cracks end it early, so a run is short and the next one is one press away. Once a shift the junk comet streaks through: sling through ten pieces of its tail and the whole yard lights up. Each shift draws one yard rule, the daily shift is the same yard for everyone that day, and Pace, Assist and toggle grapple are in the settings. Your best scores and badges stay in this browser.
How to play
- Hold Space, Z, the mouse button, the screen or the Grapple button to catch the nearest signal post and swing round it.
- Let go to fly off along the swing. The walls bounce Hook back into the yard.
- Catch scrap in quick succession for the Salvage chain and the multiplier. A catch right after letting go is a sling, worth half again.
- Crates add tool charges: Magnet (X or 1) pulls scrap in, Weld (C or 2) takes a hit, Shock (V or 3) clears nearby hazards.
- A shift is 45 seconds; power cores add three. Sling through ten pieces of the junk comet’s tail for the comet run.
Controls
- Space, Z, mouse, screen, Ⓐ or the Grapple button — grapple (hold)
- X / 1 Magnet · C / 2 Weld · V / 3 Shock, or Ⓧ Ⓑ Ⓨ and the tool buttons
- P, Escape or Start — pause
Frequently asked questions
How do I move Hook?
Only with the grapple. Hold it to catch the nearest signal post and swing; the line reels in, so the swing gets faster. Let go and Hook keeps flying the way the swing was carrying it. The dashed circle shows the swing you would get.
What is a sling?
A piece of scrap caught within a second of letting go of a swing. It is worth half again, and the best runs are long chains of slings from post to post.
When should I use my tools?
Each tool holds up to three charges. A Magnet is best inside a big cluster, a Weld before a tight squeeze past a fence or a compactor, and a Shock when mines or rings close in. Crates and the comet run add charges.
How long is a shift?
Forty-five seconds on the clock. Every power core adds three seconds, up to ninety in all. Three hull cracks end the shift early, and Play again starts the next one at once.
What is the junk comet?
Once a shift a comet of burning scrap streaks across the yard. Its tail pieces are worth extra, and catching ten of them lights every post, adds a big bonus and gives each tool one more charge.
Does the game save?
A shift you leave is kept in this browser and picks up at the start of the wave you were in. Best scores, the daily result and badges stay in this browser and are never uploaded.