Turbo Signal: Score After Dark
Rise, sink, catch the glow and light the Big Wheel.
Pro game
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About Turbo Signal: Score After Dark
Turbo Signal: Score After Dark is a night score chase over a carnival that floats in the sky. Striped big tops, helter-skelter towers and strings of bulbs hang on islands of rock above a still black lake, and you fly Ember, a paper lantern balloon with a small wicker basket, from dusk until dawn.
There is only one control for flying: hold the burner to rise and let go to sink. The carnival drifts past, carrying garlands of glow motes, bunting strung between the islands, spinning pinwheels, kites on their tethers and firework rockets that hiss on the water before they shoot up and burst. Catch motes one after another to build the Glow chain and climb the multiplier from ×1 to ×8, and slip close past a hazard for a close shave that counts as well.
Tool canisters float among the islands, and the choice is when to spend what they hold. A Gust is a short dash that tears straight through bunting and shrugs off a hit, a Bubble takes one knock that would have cost a lantern, and a Spotlight draws motes in at double value. Every so often the Big Wheel turns past: fly through its hub and the whole carnival lights up with fireworks, a multiplier step and a charge on every tool. Three lanterns end the night, and dawn ends it at four minutes. Each night draws one rule, the daily night is the same carnival for everyone that day, and a pale ghost balloon flies your best night beside you. Pace, Assist and toggle burner are in the settings. Your best scores and badges stay in this browser.
How to play
- Hold Space, Up, W, the mouse button, the screen or the Burner button to rise. Let go to sink.
- Catch glow motes in quick succession to build the Glow chain and the multiplier. A close pass by a hazard counts as a close shave.
- Touching the lake, bunting, a pinwheel, a kite or a firework costs a lantern and resets the multiplier. Three lanterns end the night.
- Fly into tool canisters for charges. Gust (X or 1) dashes through bunting, Bubble (C or 2) takes one hit, Spotlight (V or 3) draws motes in at double value.
- Fly through the hub of the Big Wheel to light the carnival: a multiplier step and one more charge on every tool.
Controls
- Space, Up, W, mouse, screen, Ⓐ or the Burner button — rise (hold)
- X / 1 Gust · C / 2 Bubble · V / 3 Spotlight, or Ⓧ Ⓑ Ⓨ and the tool buttons
- P, Escape or Start — pause
Frequently asked questions
How do I fly Ember?
Hold the burner to rise and let go to sink. The carnival moves past on its own, so the whole game is choosing your height. In Settings, Toggle instead of hold lets one press start the burner and the next stop it.
When should I use my tools?
Each tool holds up to three charges. A Gust is best right before a line of bunting or a burst you cannot dodge, a Bubble before a tight squeeze, and a Spotlight when a long garland of motes is coming. Canisters and the Big Wheel give charges back.
What lights the Big Wheel?
Flying straight through the gold ring at its hub. The carnival lights up, the multiplier climbs one step and every tool gets one more charge. Missing the hub costs nothing.
How long is a night?
Until three lanterns are gone or dawn breaks at four minutes. A careful first night may last only a few seconds, and the next one starts at once.
What is the ghost balloon?
A pale copy of Ember flying your best night, for the daily carnival and for ordinary nights. Score more than it did and it waves you past. Turn it off in Settings.
Does the game save?
A night 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.