Sillage
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About the game
Sillage is a downhill skiing game built around two things: speed and the pleasure of a good turn. There are three short runs, each a minute or two long, down generated mountain slopes with fir trees, rock bands, jumps and a dusk sky behind them. You carve to keep your speed, tuck to go even faster, brake when you must, and jump off the kickers for air time, spins and flips. Run close to the trees without hitting them and you score a near miss.
Clean turns also feed a flow meter: link them in rhythm and the music builds note by note while the camera widens and the interface lights up, up to the top level, which gives the game its name. Wipe out and you are back on your feet a moment later, so the next attempt is always one press away.
Every run has three challenges, each with bronze, silver and gold levels: finish fast, reach a top speed, make the longest jump, chain near misses, spin, finish clean or score points. The stars you earn open the next runs (Crête du Loup at 4 stars, Couloir Noir at 9) and new outfits for your skier from the Locker, 27 stars in all. Combe Douce is a wide, gentle slope to learn on; Crête du Loup is steeper, with bigger jumps and a cliff; Couloir Noir is narrow and steep, with ice patches and moguls.
The author made the game with the help of Claude, an AI assistant, as the project's design documents say. Everything you see and hear is generated by the game's own code: the mountains and trees, the skier, the wind and snow sounds and the music.
Playing it here
Click Play, then Play again on the menu and choose a run. The first one is open from the start. The game remembers your medals, records, outfit and settings in this browser only. In Settings you can lower the graphics quality if the game is slow, switch to the helmet camera, or turn on Comfort mode, which fixes the field of view and removes camera shake.
Controls
| Input | Action |
|---|---|
| Left and Right arrows, or A and D | carve left and right |
| Up arrow or W | tuck (the fastest position) |
| Down arrow or S | brake, skidding the skis |
| Space | jump; hold it in the air to grab |
| Arrows in the air | spin (left and right) or flip (up and down) |
| R | restart the run |
| Esc | pause |
| C | change camera |
| Touch screen | hold the left or right half to carve, hold both to tuck, swipe up to jump and down to brake |
| Gamepad | left stick or d-pad to carve, right trigger to tuck, left trigger or B to brake, A to jump |
A few things worth knowing
Carving has a limit. Turn too hard and the skis skid, which costs speed. Aim for long, smooth arcs and save the sharp turns for trees and rocks.
Tuck on the straights. The speed challenges ask for 55 to 85 km/h on the first run, and the tuck position is how you get there; just stand up again before a jump or a tight turn.
Land clean. A good landing keeps your speed and adds to your score; a bad one slows you down or sends you tumbling.
Credits and licence
Sillage is by Alexandre Roudaut and is released under the MIT licence. It uses three.js (MIT). The game has no image, model or sound files; everything is generated by its code. For this site we use the game as the author published it, with two changes: the Free ride mode, which used real maps of ski resorts built from OpenStreetMap data, and its online multiplayer, which needed a third-party server, were removed, so only the three generated runs are included; and a security policy was added so the page cannot contact other sites. The full licence texts are on the licence file of this page.
FAQ
Does it work on a phone? Yes, it was designed to be played by touch as well as with a keyboard or a gamepad. Turn the phone sideways for a wider view.
Why are two runs locked? They open when you have enough stars: earn medals on the first run to unlock the second.
Is my progress saved? Yes, in this browser only. Clearing the site data or using Reset progress in Settings erases it.