Run wild.
Fetch bones.
One fearless pup. Seven wild landscapes.
And absolutely no bone left
behind.
☝ TAP BUTTONS · ONE SWIPE = ONE MOVE
Treat pouch · Start with a shield that blocks your first collision.
Adventure · reach the destination in about 2.6 km, then bank your haul.
Saving is unavailable. You can play, but new points and unlocks last only for this visit.
Shared trail · your upgrades apply.
TAKE A BREATHER
Paws for a moment.
The jungle can wait.
Saving is unavailable. New points and unlocks last only for this visit.
Tilt and touch steering
Use the movement buttons by default: tap LEFT or RIGHT for one lane, JUMP for a log or gap, and SLIDE for an overhead gate. One swipe equals one move. To keep your finger down, stop your thumb briefly, then drag again; lifting is always okay. If you want motion steering, enable tilt here, allow motion access if asked, and hold your phone vertically. Lean to change one lane, then return to your comfortable upright hold before leaning again. Sensor data stays on your device.
Tilt is off. Drag and buttons always work.
Run rewards and details
Invite someone to the same starting trail, with an optional score to beat. Targets are friendly and unverified, not ranked. Players use their own upgrades; route choices can change later obstacles. Links preserve the trail-generation version.
←→ SteerTap LEFT or RIGHT for one lane. One short swipe also works.
↑ JumpTap JUMP over logs and gaps. Swipe up is optional.
↓ SlideTap SLIDE under overhead gates. Swipe down is optional.
Touch & drag controls
The big movement buttons are the simplest option: tap LEFT or RIGHT for one lane, JUMP to clear a log or gap, and SLIDE under an overhead gate. For swipes, press and hold on the trail, then make one short drag for one move. To keep your finger down, stop your thumb briefly, then drag again; lifting is always okay. A clear swipe in another direction can follow a jump or slide without lifting. You can also tap a left or right edge to steer, or the center to jump. The movement buttons stay available by default; check this to hide them for a cleaner trail. Keyboard controls still work.
Sound atmosphere
Quiet phrases give each landscape its own sound. Turn sound on with ♫ to hear them, or switch this off for gameplay effects only. Practice stays quiet apart from action feedback.
Your current challenge
Today's shared trail
A fresh starting layout every day at midnight UTC. Everyone gets the same seed and uses their own upgrades; route choices can change later obstacles. No rankings, streak penalties or special currency. Select it, run, then share your score from the results. Older links remain replayable.
Adventure or Endless
Adventure is a destination run through the six areas and ends with a clean arrival. It already includes the river, the zipline, the clamber wall, the glide canopy, the moving gate and Frostpeak. Endless keeps generating new chapters, including wade stones, rail logs, the mine-cart, the puppy chase and more Frostpeak, until you run out of hearts.
Race your local ghost
Finish a seeded trail once and Puppy Run keeps a small replay on this device. Retry the same trail to see a mint ghost pacing 24 meters ahead; match its lanes and action timing to chase your best. Ghosts never collide, change scores or leave this browser.
Weekly fetch
A fresh local goal rotates every Monday at midnight UTC. Complete adventures to build progress across the week, then finish the target to earn the points shown on the menu. It is saved only in this browser, never ranked, and practice runs do not count.
Adventure streaks
Finish one scored adventure on consecutive UTC days to keep your local streak alive. Missed days simply reset it to one on your next run—there are no penalties. Three, seven, fourteen and thirty-day milestones award the points shown in your results. Everything stays in this browser; practice runs do not count.
Trail perks
Pick one free perk at camp before an adventure. Treat pouch blocks your first collision, Scent burst pulls nearby bones for eight seconds, and Calm start forgives collisions for four seconds. Perks expire during the run and never change the points earned for ordinary moves.
Try the practice trails
Choose a skill. Jump and slide drills build speed as you improve. No penalties; your upgrades apply.
How river crossings work
The first river begins at 1,150 meters on new trails. Your puppy boards the raft automatically. Follow the bone lanes with left/right drag left/right or buttons. Steer early: the raft carries momentum.
River rocks cannot be jumped or slid under. Those moves return at the shore. Magnets and Fetch still collect nearby bones; steer to collect the gift. Reach the far shore for +250 score points.
Completed rides build River explorer passport stamps when you bank the run. Practice is unscored and never advances the passport. Try River steering in the practice trails above. Older shared trails keep their original layouts without rivers.
How mine-cart rides work
The first mine-cart section rolls in on longer trails. Your puppy boards automatically; keep tapping or dragging LEFT and RIGHT to follow the glowing open lane between the rocks.
Scenic carts give you a choice: stay with the steady bone lane, or chase the glowing gem lane for +250 points each. Challenge carts keep one open lane so the timing stays fair.
Mine-cart rocks cannot be jumped or slid under. Jump and slide return after the cart exits. Reach the green exit marker for a +250 completion bonus.
How the Frostpeak descent works
Frostpeak is a fast snowy downhill chapter. Tap LEFT or RIGHT, or make one short swipe, to carve between lanes. The skis ease into each move, so a smaller correction is enough when you are already turning.
Tap HOP (or swipe up) over a white mogul. Blue ice is a ground hazard: carve to the open lane instead. Ski gates show the safe opening with bright flags. Bones and powerups follow the safe line, and the gift at the finish is worth the trip.
The descent begins automatically on current adventures, then returns you to the regular trail with a +360 completion bonus. Try to collect the airborne crest bones while hopping; the short hop window is forgiving and slide is unavailable until you reach the next chapter.
How clamber walls work
Vine walls grab automatically. Tap JUMP repeatedly to pump upward and steer under the leaf cue. Reach the top for +180 points and a gift. Missing pumps just slides you to the base — no heart lost.
How the glide canopy works
Jump into the shimmer to float. Hold JUMP to stay up, release to drop, and steer between airborne bones and the gift. Missing the shimmer keeps you safe on the ground trail. Landing pays +150 points.
Play without internet
Preparing offline play. On phones, the artwork pack waits until the trail is quiet so 3D play stays smooth.
Runner only; the classic 2D game needs an internet connection. Offline files are separate from your saved progress and backups.
Back up or move your progress
Save a file with this visit’s puppies, outfits, points, upgrades, passport, weekly fetch and adventure streak. Restore it in another browser or on another device. No account or upload is needed; this is not automatic cloud sync. Local ghosts stay on the device that recorded them.
Scenic or Challenge?
← Scenic · explore at your pace
Take the green left gate, or stay in the center. New trails include
gentle regional encounters with two open lanes per obstacle.
Follow the bones, steer around hazards, or jump and slide for normal
clear points. These optional encounters do not earn regional stamps.
Challenge → · chase clean-course rewards
Take the right Challenge gate for tougher patterns and 60-point clears.
Regional courses also appear outside Scenic: follow all three beats
for +180 points and mastery credit. Two clean beats earn +60 instead,
without mastery. A gift and recovery stretch follow each course.
Each gate choice lasts 220 meters. Scenic bends left and Challenge bends right, then both rejoin. These bends are automatic; only marked corners need a turn swipe. Older shared trails retain their original Scenic layouts.
Rewards and special moves
Points and upgrades
Ten bones in a row earn +100 points. Clean jumps and slides earn
+20. Finish the run to bank your score and any completed challenge
reward for Paw upgrades.
Each run offers up to three challenges in order. Progress from the
whole run counts; completed goals reveal the next one. All earned
challenge bonuses are banked together when the run ends. Need a
break? Pause, then choose “Finish & bank points” to keep what
you earned without losing your remaining hearts.
Every five clean jumps, slides, course weaves or marked turns earns a clean-move
bonus: +50, +100, +150, then +200 at each milestone. A collision
or shield save breaks this streak; missing a bone does not.
Automatic Zoomies obstacle clears do not count. The compact flow
meter in the run HUD shows how close you are to the next bonus.
Obstacles and pickups
Jump logs and low stone blocks. Slide under arches, branches,
hanging gates — and the pound officer's sweeping net. Shelter
workers and crate carts can be jumped or dodged into the open
lane; Sunleaf gates wear the warden's fence colors and Oasis
boulders arrive as stacked feed sacks, with the same moves. Purple gems give 250 points; bone doublers give 2×
bone points for 10 seconds; hearts heal, or earn 100 points at full health.
Shields block one hit; collecting a spare shield earns 100 points.
Gift boxes give 100 points. Area relics appear at the end of
authored courses, match the landscape colors and give 160 points
when collected. Finish your run to bank gifts and keep the relic
points in your score. Spend points on puppies and outfits at camp.
Tennis balls trigger six seconds of Zoomies: run faster and smash
obstacles for 40 points each. Watch the timer—then jump and slide again.
Mine-cart rides board automatically, reward +250 when completed, and
ask you to steer between rocks while jump and slide are unavailable.
Scenic carts offer a steady bone lane or a risky gem lane worth
+250 per gem; challenge carts keep one open lane.
Trail pickup keyEvery item has one job.
Trail hazard keyMatch the move to the shape.
Regions and marked turns
Explore six areas: Sunleaf Woods, Bamboo Sanctuary, Redrock Pass,
Palm Oasis, Crystal Reach and Mooncap Grove. Every 450 meters,
discover the next mastery region: jungle, canyon, then
crystal glade. At lime chevron signs, swipe left or right when
the matching turn arrow appears. One swipe locks in the corner
and earns 100 points. Missing it costs a heart; the trail recovers
safely. Between marked corners, left and right switch lanes.
The trail also climbs and descends; jump timing stays the same.
Jump broken trail sections with striped edges. Missing a jump
costs a heart; a shield can rescue you. Zoomies jumps gaps automatically.
Every trail opens into Frostpeak in its first minute: a short snowy downhill
where you carve between lanes, hop white moguls, dodge blue ice and
follow the open ski gate. Finish the descent for +360 points, then
jump and slide return to the regular trail.
Each destination has its own mechanic: follow the Fern weave around roots in Sunleaf, read the Lantern slalom in Bamboo, jump the Ridge hops in Redrock, choose the next Stepping stone in the Oasis, follow Prism timing in Crystal Reach, and use the quiet gap in Mooncap's Moonlit weave. Landmarks, props, lighting and pickup patterns change with the landscape, while the move cues stay familiar.
Trail passport
Your trail passport keeps dog bonds, regional stamps and completed
river and cable rides across runs.
Clears, clean course weaves and turns build your chosen dog's bond; clean regional
courses earn stamps. Finish a run to bank progress and milestone
rewards, then open the passport in the clubhouse to see your next goal.
Fetch: your earned magnet
Fetch is your earned power: collect bones by hand (+2% each), clear
obstacles or weave beats in named courses (+12%), and take marked turns (+20%). At 100%, tap FETCH
or press F for a four-second magnet burst. Save it for a rich bone
trail! It cannot recharge itself or replace an active magnet.
Floating bones: catch the zipline
High floating bones are on the zipline, not within normal jump reach.
Jump when the turquoise handle reaches Mochi to catch the cable,
then follow the small BONES/GIFT arrows to steer between lanes.
Bone arrows stay quiet during a magnet; gifts still need steering. Finishing earns
250 points. Jump and slide are suspended until the automatic landing.
Missed the handle? Keep running safely on the trail underneath.
Mixed obstacles and protection
Bones may lead into obstacles. Full-width logs require a jump;
later split rows put logs beside an overhead gate: choose a lane,
then jump its log or slide under its gate. Scenic skips split rows.
Full-width gates require a slide. Swipe at marked turns to take
the corner; elsewhere, drag to change lanes. Magnets collect nearby ground bones (or aerial bones while riding); shields
absorb one hit.
Turn on Chrome’s full 3D graphics
- Open Chrome Settings → System.
- Enable Use graphics acceleration when available.
- Relaunch Chrome, return here, then choose Try 3D again.
This page cannot change Chrome’s browser setting itself. Managed or remote profiles may block WebGL; use a normal hardware-accelerated window or device.
Give the 3D trail a clean start
- Close other games or 3D-heavy tabs to free the phone’s graphics memory.
- Return to this tab, or fully relaunch your browser if it has been open for a while.
- Choose Try 3D again to re-probe the trail.
Some managed browsers and older devices do not expose WebGL2. Your saved puppies, points and bones stay in this browser.
Get back on the trail
- Choose Start again — the trail reloads fresh.
- Your points, bones and prizes are already saved.
- If it keeps happening, the code below says what went wrong.
This was an error in the game, not a limitation of your device or browser. There is nothing to change in your settings.
The browser reported a 3D context loss
- Choose Restart trail to rebuild the renderer.
- The cause code below records what the browser reported.
- If it repeats, close other WebGL-heavy tabs and try once more.
This screen reports a context interruption; it does not assume your phone ran out of RAM.