Endless Shred

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Endless Shred

Tap the slope to drop in.Press space or an arrow key to drop in.

Run: Blue

  • SlideHold an arrow to carve
  • Let go of AIRLet go of space to jump
  • Swipe AIR in the airArrows in the air for tricks
  • Hold AIR in the airHold space in the air to grab

Slide to carve, let go of AIR to jumpArrows to carve, let go of space to jump, P to pause

How to play Endless Shred
Home › Games › Endless Shred
3D snowboarding game

Carve, jump and flip down a mountain that never ends.

Endless Shred is a 3D snowboarding game. You ride a penguin on a snowboard down a mountain that never ends, carving around rocks, boulders and pines, jumping logs, clearing slalom gates, landing flips and spins off kickers, threading tree runs and holding the line along narrow traverses, on runs from green to double black diamond. Every stretch of the mountain leaves a line you can ride.

Updated

⚡ Loads instantly · 🚫 No ads, ever · 💾 Progress saved locally · 📶 Works offline

Why you will love it

Made for two thumbs
Slide one thumb to carve, as gently or as hard as you like. The other jumps and flips from the AIR button, without letting go of the turn.
Always a line through
Every stretch of the mountain leaves a line you can carve at full speed, from green runs to double black diamonds.
Never loses a run
Switch apps or reload and your run is saved, then a 3, 2, 1 count eases you back in.
How to play

Learn Endless Shred in a minute

Endless Shred is a 3D snowboarding game. You are a penguin on a snowboard, riding down a mountain that never ends: carve around what is in your way, jump what you can, land tricks off the kickers, and see how far you get.

1
Put your thumb down anywhere and slide it left or right to carve that way: a little for a gentle turn, further for a hard one. Slide back, or let go, to ride straight. On a keyboard, hold the left or right arrow, or A and D: a tap nudges you over, and holding turns harder.
2
Press the AIR button in the corner with your other thumb and let go to jump over rocks, stumps and fallen logs. Hold it longer to jump higher: the ring round it fills as it charges. On a keyboard, hold and let go of up, W or space.
3
In the air, swipe from the AIR button for tricks: up for a backflip, down for a frontflip, left or right for a 360. Hold it to grab the board. A trick only starts if there is time to land it.
Start playing ↑
Rules

Game rules

What is on the mountain, what scores, and what ends a run.

  • Rocks, stumps and fallen logs: are low enough to jump. Some sit right on your line with an arc of coins over them, showing where to jump.
  • Boulders and pine trees: are too tall to jump. Carve around them.
  • The edges: snow banks along the sides of the piste stop your board. On a traverse, the right-hand edge is a drop, and riding over it ends the run.
  • Kickers: snow ramps with an orange lip. Ride up one and it throws you high into the air, with time for a trick or two.
  • Rails: metal bars beside your line, in terrain parks and now and then on the open piste. Ride straight up the little ramp at the start, or jump onto the bar, and you slide along it to the end. Riding into the side of one is a wipeout.
  • Slalom gates: pass between the two poles for 10 points. Each gate in an unbroken run of gates is worth 10 more than the last, and five in a row set off a speed burst. Missing a gate ends the run of gates, but never the run itself.
  • Speed burst: for 30 seconds you ride faster and smash through anything in your way.
  • Scoring: one point for every metre, five for every coin, and more for every gate and every trick you land. Each run grade keeps its own best score on your device.
  • Board shop: every coin you pick up is banked when the run ends. Spend them in the board shop, before a run, on new boards: Glacier, Sunset, Aurora, Midnight and Gold. A board only changes how you look, never how you ride.
  • Wipeouts: riding into anything you have not jumped, riding into the side of a rail, or going over the edge of a traverse, ends the run.
  • Pausing and saving: the run pauses when you switch away, and a run in progress is saved on your device. When you resume, a 3, 2, 1 count gives you time to get ready.
Tricks

Tricks

Any time you are in the air, swipe from the AIR button to start a trick. A second swipe queues the next one, which starts as soon as the first is done.

  • Backflip: swipe up in the air, or just tap AIR (or press up). Worth 500 points.
  • Frontflip: swipe down in the air (or press down). Worth 500 points.
  • 360: swipe left or right in the air (or press left or right). Worth 300 points, and quicker to finish than a flip.
  • Grab: hold AIR in the air (or hold space). Held for a quarter of a second it is worth 150 points, rising to 400 for a long grab.
  • Rail slide: slide along a rail. Worth 200 points plus 25 for every metre, and it counts as a trick in a combo, so jump off the end into a 360.
  • Stall: come down on top of a rock, stump or log and ride along it. Worth 150 points, and it counts as a trick in a combo.
  • Combos: everything you land in one jump adds up, and the total is multiplied by the number of tricks. A backflip with a grab scores both, twice over.

A trick only starts if it can be round in time to land, so a swipe too close to the snow does nothing, and tricks never cause a wipeout. A kicker gives you time for a flip or two 360s, and on the faster runs a flip and a 360; a jump on the flat has time for one 360.

Scenery

The mountain

The run passes through different parts of the mountain, one after another, and the name of each new part shows briefly low in the view.

  • Open piste: groomed snow between the pines, with rocks, stumps, logs, boulders and the odd tree to dodge, and lines of coins.
  • Slalom: a line of blue and orange gates swinging from side to side.
  • Terrain park: a row of kickers, with an arc of coins along the flight off each one, and rails with coins along them between the kickers.
  • Tree run: deep powder through the forest, with pines right across the run and gaps to thread between them.
  • Traverse: the run narrows to a track cut into the mountainside, with a rock wall on your left and a fenced drop to the valley on your right.
Difficulty

Run grades

Pick a run on the start card, by its trail sign. Steeper runs start faster, get faster still, and have more in the way.

  • Green: the gentlest run, slow and roomy. A good place to learn tricks.
  • Blue: easy cruising with a few more obstacles.
  • Red: steeper and quicker, with more to dodge.
  • Black diamond: steep and fast, with tight lines.
  • Double black diamond: the steepest, fastest and busiest run on the mountain.

Every run gets steadily faster and busier the further you go. Your choice is remembered, and each run keeps its own best score.

Strategy

Tips & strategies

A few habits that keep a run going as the speed picks up.

  • Follow the coins: lines of coins always lie on a line you can ride, and an arc of coins over a rock shows exactly where to jump.
  • Carve early, then let go: the board keeps sliding for a moment after you let go, so start a turn early and straighten up before you reach the gap.
  • Jump straight: in the air the board cannot turn, so line up before you jump, especially on a traverse.
  • One trick at a time: start your trick as soon as you leave the kicker, and only queue a second one if there is plenty of air left.
  • Hold on for free points: a grab never risks a landing, so keep AIR held through every jump you are not flipping.
  • Swing wide in a slalom: the next gate is already off to the other side, so start carving toward it as soon as you pass one.
  • Play with both thumbs: keep one thumb carving and the other on AIR, so you can carve right up to a rock or a kicker, then jump and flip without letting go of the turn.
FAQ

Frequently asked questions

Is Endless Shred free?

Yes. It is free to play in your browser, with no ads, no download and no sign-up.

Is every run rideable?

Every stretch of the mountain leaves a line you can follow by carving and jumping, with room to carve to it at the speed you are going. The mountain just keeps getting faster and busier, so every run ends sooner or later.

Can I make it easier or harder?

Yes. Before a run, pick green, blue, red, black diamond or double black diamond on the start card. Your choice is remembered, and each run keeps its own best score.

How do I play on a phone?

Put your thumb down anywhere on the game, including the space below the view so your thumb never hides the slope, and slide it sideways to carve: the further you slide, the harder you turn. Press the AIR button in the corner with your other thumb and let go to jump, holding it longer for a higher jump. In the air, swipe from it for a trick: it acts as soon as your finger has travelled far enough. Tap it in the air for a backflip, or hold it to grab. A quick flick of the steering thumb works for tricks too.

Can I pause?

Yes. Tap the pause button, or press P or Escape. The game also pauses by itself when you switch tabs or scroll down to read. From the pause menu you can resume, restart the run, or turn the sound effects or the music off.

Where are my coins and boards kept?

On your device, in this browser, like your best scores. There is no account, so they do not follow you to another device or browser, and clearing this site's data or playing in a private window starts you from scratch.

What do I need to play?

Any recent browser on a phone, tablet or computer. The game is drawn in 3D with WebGL, which all current browsers support.

Something not right?

Tell us about a bug, or a game you would like to see.

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