Start your first flight
- Choose a scenario in the game menu. On a touch screen, tap its selected card again to prepare your jump.
- On desktop, click JUMP to prepare the flight. Wait for the terrain to load and the READY message to appear.
- Press SPACE or tap the flight view to jump. Use the controls below to steer your wingsuit.
- Deploy your parachute with SPACE or the parachute button. Aim for the landing pad and check your score after the flight.
Keyboard and mouse controls
- W: dive to gain speed. S: flare to trade speed for lift.
- A / D: roll left or right.
- SPACE: jump when ready, then deploy your parachute during flight.
- Drag the mouse: look around.
- Esc: pause. R: restart. M: toggle sound.
Touch controls
Drag on the left side to fly: left and right steer, up dives, and down flares. Drag on the right side to look around. Tap when ready to jump, then use the parachute button to deploy. The pause, sound and exit buttons remain available during flight.
How wingsuit scoring works
Your score combines terrain proximity, flight time, top speed and landing accuracy. Flying within 60 meters of the ground or a wall earns proximity points; staying in range builds a combo multiplier up to 4×. Landing at the center of the pad adds up to 1,000 points.
A crash keeps 25% of the total score, while a rough landing keeps 50%. Deploying your parachute does not reduce your score. Open HOW SCORING WORKS in the game menu for the full formulas.
Build a route before chasing a score
The landing-zone marker, labeled LZ, is your reference for the destination. On a first attempt, follow a line that leaves space between you and the terrain. Notice where you need to turn and how much height you have before the final approach. A repeatable landing gives you a useful baseline for later attempts.
Diving gains speed but spends height. Flaring trades speed for lift, so use it before the terrain gets too close rather than waiting for a collision warning. Steering and looking are separate controls: keep your flight input steady while checking the route with the camera.
Understand the proximity combo
Proximity points respond to the nearest ground or wall. Inside the 60-meter scoring range, closer flight earns points faster. The multiplier starts at 1× and grows with uninterrupted time in range, reaching 4× after 12 seconds. Leaving the range resets the combo timer, so a consistent line can outperform several disconnected close passes.
The results show base proximity points separately from the effect of the multiplier. That is why the proximity figure alone may not explain your final score. Time, top speed and the landing bonus also contribute; the crash or rough-landing penalty is applied to the resulting total. Challenges record achievements but do not add a separate score bonus.
Set up the parachute approach
Press SPACE or the parachute button while still in flight to switch from wingsuit to canopy. Continue steering towards the pad and leave enough room to align your approach. Aim for the center rather than only reaching the general area: the landing precision bonus decreases with distance from the target.
Do not treat deployment as a scoring failure. Opening the canopy has no direct score penalty, and a successful landing preserves more of your earned score than a crash. Compare the landing result, approach and proximity combo when deciding what to change on the next jump.
Read your results and improve one thing
After a flight, compare the outcome, score, top speed and proximity points. If you collided, try a wider line before trying to fly faster. If you missed the landing pad, work on the final approach. If you landed cleanly but scored less than expected, look for a longer uninterrupted proximity section rather than relying on one fast dive.
Personal bests are saved locally. Publishing a score is a separate, optional action from the results screen. An alias groups published bests across scenarios; each scenario keeps its own best score, and the overall ranking adds those bests together.
Real-world drop zones
Explore these scenarios in the game. Each has its own terrain, landing target and ranking.
- Interlaken / Lauterbrunnen — Switzerland
- Half Dome, Yosemite — USA
- Monte Fitz Roy / Cerro Chaltén — Argentina / Chile — Patagonia
- Blacksmith Fork Canyon — USA
- Zermatt / Matterhorn — Switzerland
- Täschhorn — Switzerland
- Monte Emilius — Italy — Aosta Valley
- Sassongher / Alta Badia — Italy — Dolomites
- Montserrat — Spain — Catalonia
What do I need to play?
Use a modern browser with JavaScript and WebGL enabled, plus an internet connection to stream the 3D terrain. Performance and terrain detail depend on your device and connection.
If terrain is still loading
Wait for READY before trying to jump. The initial loading screen prepares the engine and world; the preparation at a selected launch checks the nearby terrain. If loading fails, use Try again. On a slower device, close other demanding tabs and allow the terrain to finish loading before starting a flight.
You can read this guide and the FlyingFree introduction without loading the 3D engine. Maps and gameplay remain available without accepting cookies. On desktop, video sync starts off and loads YouTube only after you enable it and expressly accept YouTube cookies and data use. On mobile, the selected video's title is an external YouTube link; no player loads inside the game.
Can I compete for high scores?
Yes. Publish your personal best from the flight results to appear in the FlyingFree rankings. Each name has one published best score per drop zone; the overall ranking adds those scores together.