Games

s&box games list

Parkour Fury

xpstudios.pfgame

Parkour side scroller with pvp, speed running, and an obstacle course. Inspired by N+

View full analytics Players · retention · sessions · updates · achievements

About

⚠️ Requires 2 Players for PvP ⚠️
Jump into high-speed parkour-focused PvP combat built around movement mastery, precision throws, and reactive counterplay.

────────────────────
🌐 SEAMLESS WORLD
────────────────────
One persistent world — Step through portals or use **Map Codes** to teleport instantly between arenas, courses, and challenges. Music keeps playing, your session stays intact.

**Press Q** to open the Level Code panel:
`LOBBY` — Portal Room
`PVP` — PvP Arena
`RANGE` — Shooting Range
`PROC` — Random Parkour Course
`PROC-5` — Parkour Course at Difficulty 5 (1-10)
`DAILY` — Today's Daily Challenge

────────────────────
🧗 PARKOUR SYSTEM
────────────────────
A fluid, momentum-driven movement system inspired by N+. Speed in = height out.

**Wall Run** — Sprint into a wall to climb. The faster you go, the higher you reach.
**Wall Jump** — Leap away from walls. Chain between parallel walls for tic-tac climbs.
**Wall Slide** — Release input to slide down. You can still wall jump while sliding.
**Ledge Grab** — Reach the top of a wall to grab the edge. Press W to pull up.
**Crouch Slide** — Ctrl while running to slide. Maintains momentum, shrinks your hitbox, and lets you pass under obstacles.
**Air-to-Slide** — Press Ctrl while airborne. Land with momentum and seamlessly slide — reduces fall damage by 50%.
**Auto Vault** — Run toward short obstacles to vault over them automatically.
**Overhang Traverse** — Wall running into a jutting ledge? Leap past it and keep climbing.
**Tic Tac** — Chain wall jumps between surfaces to scale vertical shafts.

────────────────────
🎯 TARGET PRACTICE & SPEED RUNS
────────────────────
Warm up with target practice while waiting for players
Start a Speed Run to test your movement and accuracy
Compete against your own **Ghost Replay** — race a translucent recording of your personal best

────────────────────
🏗️ PROCEDURAL PARKOUR COURSES
────────────────────
Randomly generated obstacle courses with 13 segment types — wall climbs, gap jumps, ceiling slides, tic-tac shafts, hazard sprints, launch pads, ziplines, and more.

**Checkpoint Gates** — Pass all gates to unlock the exit
**5-Second Countdown** — Fair starts for ghost racing
**Run History** — Last 5 runs saved with replayable codes (e.g. `PROC-3-847291`)
**★ Save Runs** — Save your favorite courses permanently. Unsaved runs expire after 3 days.
**Ghost Racing** — Beat a course, then replay it and race your ghost
**Difficulty 1-10** — Easy courses with wide platforms to nightmare gauntlets with hazards and moving obstacles
**Daily Challenge** — A new seeded course every day. Compare times with other players.

────────────────────
🏟️ SPEEDRUN COURSE
────────────────────
A hand-built speed run with 12 targets, moving obstacles, ramps, and parkour challenges. Hit all targets, reach the end, beat your time.

────────────────────
⚔️ COMBAT & UTILITIES
────────────────────
**Shurikens** — Fast, flat trajectory. They ricochet off walls 👀
**Smoke Grenades** — Deploy to vanish and reposition
**Limited Ammo & Health** — Find White (Ammo) and Green (Health) pickup cubes
**Charge Throws** — Hold to charge for more power, release to throw

More weapons and utilities are planned.

────────────────────
🛡️ COUNTERPLAY SYSTEM
────────────────────
**Smack / Deflect** — Right-click to deflect incoming projectiles.
• 60° cone deflection area in front of your character
• Shurikens can be volleyed back and forth between players
• Timing matters — perfect deflects send projectiles back faster
• Smokes cannot be deflected

────────────────────
🎮 CONTROLS
────────────────────
Move: `A` / `D`
Jump / Wall Jump: `Space`
Crouch / Slide: `Ctrl`
Pull Up (Ledge): `W`
Cancel / Drop: `S`
Throw: `Left Mouse` (hold to charge)
Smack / Deflect: `Right Mouse`
Lethal Slot: `1`
Utility Slot: `2`
Scoreboard: `TAB`
Crosshair Settings: `B`
Level Codes: `Q`
Controls / Music: `X`

────────────────────
🎵 MUSIC
────────────────────
Original soundtrack with shuffled playlists. Skip tracks anytime from the Controls panel (press X). Music persists across all map transitions.

────────────────────
🚧 DEVELOPMENT STATUS
────────────────────
Parkour Fury is in active development. Movement, collision, combat, and UI are being refined every day. New features, maps, and mechanics are added regularly.

💬 Have ideas or feedback? Leave suggestions in the forums — your input helps shape the game!

Player history

30d range · 6h averages

Updates

4 updates
Version v.016 Major Update Animations for wall running, wall sliding and wall jumping. 20 changes

Added

  • Animations for wall running, wall sliding and wall jumping.
  • Walking sound effects.
  • Jumping sound effects.
  • New Mode and Maps!
  • Game Mode: Obstacle Course
  • Traverse the portal landscape through increasingly difficult obstacles you will parkour through!
  • 5 Levels currently. More levels to come!
  • A Map Code UI! Simply tap "Q" and enter the code of the obstacle course you want to teleport to. Pick back up where you left off!
  • Persistent UI!
  • You can now open and close the Control Scheme UI panel with "X"

Improved

  • Velocity system is now adjusted to have thresholds for player speed and velocity on wall running has a higher top speed. The longer you run the faster you will go until the top speed is reached. The faster you approach walls the more velocity you will have to run up the wall.
  • Shuriken's are larger. Were a size of 1 now a size of 1.5 for better visibility.
  • Jumping strength from walls.

Fixed

  • Crouch sliding underneath obstacles will no longer slow you down.
  • Landing on ledges is more refined.
  • Wall running won't exceed the height of a ledge.
  • Falling through the floor on starting map Portal Room.
  • Various errors that were occurring.

Known issues

  • Loading into obstacle course from any level that’s not the portal room crashes the game.
  • Testing Grounds walls are not functioning correctly, players are forced into ledge grabs. This map will be phased out soon, it still uses old scene geometry that’s since been updated.
Version .015 Update v.015 A new Portal system to switch between maps, find the purple spinning portal on every map! 19 changes

Added

  • A new Portal system to switch between maps, find the purple spinning portal on every map!
  • Three New Maps!
  • Portal Room - Start here, Portals will teleport you to different locations.
  • Shooting Range - Test your parkour and aim in this obstacle course. Push yourself to your limits attempting to beat the Speed Run high score!
  • PvP Arena - A newly updated arena for our 1v1 game mode.

Improved

  • Leaderboards have been adjusted to reflect time in seconds for speedruns and stats will be based on the map.
  • Some running speed and jumping speed adjustments.
  • UI has been adjusted to display only on relevant maps. A.K.A. target practice will only be available on maps with actual targets.

Fixed

  • Collision when wall sliding should work against floors.
  • Collision when in a state of free falling should stop you from no clipping through floors.
  • Players can effectively smack each others items.

Removed

  • Old scenes from older versions of the game.

Known issues

  • Crouch sliding underneath objects is funky, you get caught on the object above you.
  • Jumping into walls makes you slide slightly before a ledge grab, this will be adjusted more in near future.
  • Wall running still doesn't feel organic enough.
  • No sound effect for running.
  • Sometimes the host will spawn in the floor on the Portalroom and will be forced to re-launch game to get out. (or have a friend kill them)
  • Lacking animations in manyareas.
  • Some misc. errors occur in background.
Version .014a & .014b Hot fix for testing New Animation for Wall Sliding. 9 changes

Added

  • New Animation for Wall Sliding.
  • Jumping from ledge grabs. Now you must tap "w" to pull up, space bar will cause your character to wall jump away from the ledge.
  • Smacking animation is now network synced.

Improved

  • Player now runs against walls and slides down walls while making contact.

Fixed

  • Fixed more collision issues.
  • Misc. Errors.
  • Loading Screen Freezing has been fixed * still needs more testing but I'm confident.
  • No clipping through ceilings when wall running and jumping.

Removed

  • Charged throw speed penalty. (just wasn’t fun)
Show 1 older update
Version .014 Content Update Control Scheme UI. 26 changes

Added

  • Control Scheme UI.
  • Parkour Course at the top of the map. Tic Tac up one of the shafts next to both spawns to get there! Still a WiP…
  • New Attack Mechanic, charge throws! You now need to charge your throw up for some decent distance on your items.
  • New UI for Charged Throws!
  • Sound effects and visual effects to Smacks.
  • Your own projectiles can be ricocheted off of walls and smacked now for testing smacks solo. Currently only Shurikens ricochet...

Improved

  • Shuriken default throw speed
  • Smack logic has been redesigned, it is more dynamic and based on timing rather than zones for deflects and perfect smacks. A rectangular box will dynamically move in the direction you attempt to smack in. Debug gizmo remains visible for testing.

Fixed

  • Perfect Smack now returns items at the speed they were sent initially.
  • Random errors that were occuring.
  • UI no longer doubles up on your screen when players join the match.
  • Some misc. errors.
  • "Toasted" UI text no longer displays over end round results screen. It will only display in the Waiting Room if you die.
  • Throwing while running now has the correct velocity math applied to items.
  • Collisions are improved.
  • Parkour movement improved when interacting with ledges.

Removed

  • Removed some old code and assets from the project.

Known issues

  • Wall Slides prevent ledge grabbing quickly.
  • Leaderboard stats are wonky.
  • When wall sliding after a fall, your horizontal velocity never resets against the wall and upon landing you will slide in the initial velocity direction.
  • Sometimes the throwing animation doesn't play.
  • Walking sound effect is not working.
  • Sometimes you can fall through inclines if you move too fast.
  • Smacking is not animated across the network.
  • The Crosshair Settings menu needs to be adjusted so it doesn't hide behind the ammo UI.
  • Sometimes you just get stuck in a wall run.

Media

More by ExperienceTechSoft

View organization analytics →
01
One Option thumbnail
One Option xpstudios.one_option

A wave defense game based on classic flash games from the early 2000s.

0playing now24h peak 0
+0 24h
10favorites
12upvotes
72%Terry score