board
foxes

the game

The Seven Foxes

each fox owns a venue, a hub ability and a power-up anyone can pick up. the ability is not a stat block — it decides where you can go, which is why the world is built around all seven of them at once.

7 foxes · 7 abilities · 7 power-ups · 7 park gates · six of them are unlocked by beating a game

the roster

seven foxes, seven powers

every fox skates. the board is the same board, the trick keys are the same trick keys, and the difference is what happens when you ask the terrain for something it does not want to give you.

Paolo Fox

trick park

the one who cannot stop landing things. hosts the score attack that opens the game, and he is the fox a new save is already holding.

trick bonus — every trick scores 25% more, forever

Dash Fox

grand prix

four courses, item boxes, three rivals who do not intend to be polite about it. holds the island's only opinion about being late.

super speed — a quarter faster, and quicker to get there

Boulder Fox

the rumble ring

percent knockback, stocks, blast zones. he does not flinch and he knows it. slower than everyone and entirely at peace about that.

stun resist — everything that stops a fox stops him half as long

Skye Fox

creature skies

sky islands on updraft chains, and the creature frontier that picks up where the national park leaves off.

glide — hold space on the way down and stop falling like that

Spring Fox

the classic

eight worlds, an overworld map, secret exits, a boss at the end of each one. reads a wall as a question.

mega ollie — clears roughly double what a fox clears

Umbra Fox

shadow board

seven boards, forty minigames, a star that relocates somewhere genuinely far away, and a rival who counts cards.

shadow dashQ, and be somewhere else

Rollo Fox

summit trials

a hundred levels up the mountain. showed up one winter, said nothing, never left, and still hosts the hardest thing on the island.

marble form — hold C and become momentum

the fox names are the ones the game ships with. Paolo is the original; the other six were placeholders that stopped being placeholders.


the numbers

what a power actually does

every fox starts from one baseline and one of seven things is different about them. the baseline is a top speed of 16, a push of 20 and an ollie that clears 2.87 metres.

there are no hidden stats and no levels. a fox switch rewrites exactly the fields in the table below, re-applies whatever board and hat you have equipped, and hands control back — it takes no time and costs nothing, which is the whole reason the hub can be built around seven movesets instead of one.

wide table — scroll it sideways, or open a row for the rest

fox the power input top speed ollie their venue
trick bonus passive 16 2.87 m Trick Park
super speed passive 20 2.87 m Grand Prix
stun resist passive 15 2.87 m The Rumble Ring
glide hold Space 16 2.87 m Creature Skies
mega ollie passive 16 5.62 m The Classic
shadow dash Q 16 2.87 m Shadow Board
marble form hold C 16 2.87 m Summit Trials

the ollie is the ruler. 2.87 metres is not a design number, it is what jump force 7.5 clears under the game's gravity — and the rest of the world is measured against it. the step assist stops at 0.22 m so it never overlaps a jump. curbs on the fox den ramp stand 0.28 m proud so they are a barrier a fox rides along, not a lip a fox catches on. Spring's 5.62 breaks all of that on purpose, which is why she is locked behind a whole platformer.


shared kit

the seven power-ups

each fox's signature, cast as a pickup any fox can use. they spin in place as big geometric sculpts — a cola bottle, a coiled spring, twin gems, a shield, a pair of feather wings, a clock face, an open pearl shell — so you can read one from across the plaza.

you carry one at a time, and it does nothing until you click it. that is the whole design: a power-up you pick up and immediately spend is a pickup, but a power-up you carry until the right wall is a decision. the HUD shows the held slot and the running timer.

power-up whose lasts what it does
Cola Boost Dash10 s a straight shot of speed on any fox. also the key to the park's timed speed doors, which is the only place it is a puzzle rather than a treat.
Super Jump Spring10 s Spring's legs, on loan. every ollie for ten seconds, not one — so it is a route, not a jump.
Score x2 Paolo15 s combos bank double. the longest duration of the seven, because fifteen seconds is about one very good line and nothing else.
Iron Guard Boulder10 s nothing wipes you out. not a reduction — the hit simply does not land, and a hit that does not land also skips whatever shove came with it.
Gyro Feather Skye10 s anyone glides. hold space on the way down for ten seconds, which on this island is usually enough to reach the next thing.
Shadow Clock Umbra6 s hazards and moving platforms hold still. the shortest of the seven and the most powerful — six seconds of a world that has stopped arguing.
Marble Shell Rollo8 s anyone rolls. the full marble form, cost and all: no board, no tricks, and considerably more mass than you are used to steering.

a spent pickup hides and respawns on a timer, so a wasted power-up is a short wait rather than a lost run.


the other half

the same seven, as field moves

the national park's eight biome tiers climb toward the summit, and each one is gated by a power-up. the thing you have been using to score a combo is the thing that opens a route.

that is the join between the two halves of the game. the skating half teaches you seven verbs; the creature half builds doors out of them. a door you cannot open yet is standing in plain sight, it says what it wants, and the answer is always something you already know how to do — you just have not found one of that pickup yet.

wide table — scroll it sideways for what the gate says and what happens if you argue

the gate the key what stands there its sign if you try it anyway
the feather span Gyro Feather a ramp to a deck eleven metres up, and twenty-six metres of lagoon between it and the far cliff. wide water. feather up. click. believe. a featherless drop falls well short — into knee-deep water over a sloped bank that walks you straight back out. a splash, not a punishment.
the bramble field Iron Guard thorns wrapping the base of the tier-2 climb on three sides, stinging on an interval. a door with a price, not weather. a short stun and a shove backwards, over and over, which turns brute force into a slow silly crawl rather than a wall. with the guard up the sting is a no-op, and a clean no-op skips the shove too.
the speed door Cola Boost a long walled corridor with a slab at the far end. crossing the mouth arms it; the slab opens on a countdown. armed · counting · shut you watch it close. the corridor reads its own state out loud, because a timed gate with no feedback is indistinguishable from a broken one. a Shadow Clock jams the mechanism instead — that is the intended second key, not an exploit.
the spring shelf Super Jump a shelf over the fen with a lit take-off band under its south lip. tall shelf. spring legs. up you go. a chained triple jump lands 0.80 metres short of it, which is a cruel thing to learn by repetition and a fair thing to read off a sign that is also an arrow.
the boulder pile Marble Shell a heap of boulders across the route, welded into one wall. the shell and the speed under 9 m/s, or out of shell form, and it is a solid thud. the pile then names which of the two you were actually missing.
the toll shrine Score x2 two pillars and a shut slab at the tier-5 notch. in person, within nine metres nothing. carrying an x2 past the shrine does not count — it wants the ambition activated where it can see it, and then the slab sinks for exactly the fifteen seconds the buff lasts.
the sweeper ridge Shadow Clock a 2.6 metre ledge with blocks sweeping across it, each one carrying the same sting as the brambles. bad timing up ahead. borrow some. bad timing. the mark is at the foot of the ridge on the last flat ground, because clicking a clock halfway along a narrow ledge with a sweeper inbound is not a plan.
a gate that answers a run-up with silence teaches nothing. every one of these names the two things it is checking, and then names the one you were actually missing.

two of them take a second key. the Shadow Clock opens the speed door by freezing its countdown, and Iron Guard and the Shadow Clock both answer the sweeper blocks, because they carry the same sting component as the brambles. neither is a workaround anyone found — they are what happens when the hazards are made of shared parts instead of special cases.

the park field guide: 150 species, the type matrix, the eight tiers →


the loop

switching, and how they join

a save opens with Paolo and nobody else. the other six are each standing at the end of a full game, and the only way to get one is to beat it. nothing is bought, nothing is unlocked by progress elsewhere, and nothing is handed to you for turning up.

TAB

cycle

steps to the next fox you own, anywhere in the world, mid-line if you like. it costs no time and pauses nothing.

P

the crew menu

a card row of all seven. arrows move the highlight and the corner portrait previews the fox live, enter takes them, esc closes. locked foxes show as locked and say which venue holds them. the world keeps running behind it — it is a menu, not a pause.

the fur is the tell

switching retints the fox and re-applies your equipped board and hat on top, in that order, so a loadout never gets stranded on the fox you left.

fox joins when the venue
Paoloyou start. he is the save's first line.Trick Park
Dashyou finish a grand prix in the top three.Grand Prix
Boulderyou win a rumble.The Rumble Ring
Skyeyou clear the ring of seven sky islands and beat Skye's own flight.Creature Skies
Springyou take the flag at the end of the platformer.The Classic
Umbrayou win a board outright, on the board that is hers.Shadow Board
Rolloyou stand on the summit at the end of the hundredth level.Summit Trials

all seven venues, in depth →  ·  how the skating and the combos work →

the list

tell me when it ships

one email, when there is something to play. no newsletter, no schedule, nothing else, ever.