Rushfare documentation

Breakless Ride: Rushfare - Player Guide

Welcome to Breakless Ride: Rushfare.

Rushfare is an audio driving game where every second matters. You drive a taxi along a crowded road, pick up passengers, avoid hazards, deal with creatures, and collect useful bonuses while trying to keep the clock running.

The game includes a Learn Game Sounds menu where you can listen to its audio cues before starting a run. This guide focuses on the rules, controls, and gameplay systems you need to know.


Table of Contents

  1. About the Game
  2. Quick Start
  3. Controls
  4. Keyboard
  5. Game Controller
  6. Driving
  7. The Run Clock
  8. Passengers and Deliveries
  9. Picking Up a Passenger
  10. Reaching the Destination
  11. Patience, Health, and VIP Fares
  12. Successful and Failed Fares
  13. Traffic and Clean Passes
  14. Obstacles, Police, and Lives
  15. Creatures and Cabin Conditions
  16. How Creatures Behave
  17. Cinderkin
  18. Pipfrost
  19. Voltling
  20. Air Conditioning
  21. Bonus Items
  22. Road Conditions and Breakless Flow
  23. Score and Extra Lives
  24. Online Stores
  25. Run Status
  26. How a Run Ends
  27. Useful Strategies

About the Game

Rushfare is built around a continuous countdown. You begin with 90 seconds, and your time reserve can hold up to 3 minutes. The countdown starts when the engine has finished starting and the run begins.

There is no finish line. Your goal is to stay on the road for as long as possible while earning a high score. During a run, you will need to:

  • Avoid traffic and stationary obstacles.
  • Pick up passengers and deliver them before they lose patience.
  • Protect passengers from creatures.
  • Complete clean passes to earn additional time.
  • Collect useful bonuses.
  • Escape police pursuits.
  • Manage your remaining lives and time.

You begin each run with 3 lives. The run ends when the clock reaches zero or you lose your last life.


Quick Start

For your first run, focus on controlling the car and completing a single fare.

  1. Choose Play and wait for the game to load.
  2. Press Enter on the keyboard or A on a controller to start the engine.
  3. Wait until the game announces that the run has started.
  4. Hold W or Up Arrow, or use the Right Trigger, to accelerate.
  5. Use the steering controls to avoid traffic and obstacles.
  6. Approach a waiting passenger, then press the horn to pick them up.
  7. Follow the destination and drive into the drop-off area.
  8. Press K or Start at any time to hear a summary of your current run.

Turning off the engine does not pause the clock. Use the pause control when you need to stop gameplay.


Controls

Keyboard

Driving

Key Action
Enter Start or shut off the engine
W or Up Arrow Hold to accelerate
A or Left Arrow Hold to steer left
D or Right Arrow Hold to steer right
Space Hold to brake
H Hold to sound the horn; press it while near a passenger to pick them up

Release a steering key to bring the car back toward a straight course. Steering becomes more sensitive at higher speeds, so quick corrections are usually safer than holding a direction for too long.

Information and Menus

Key Action
L Hear how many lives remain
S Hear your current score
I Hear information about the current or nearest passenger
K Hear a summary of the current run
Escape Pause or resume the game

Cabin Temperature

Key Action
Minus or Left Bracket Make the cabin warmer
Equals or Right Bracket Make the cabin cooler

The temperature scale runs from 1, very hot, to 5, very cool. The default setting is 3, neutral.

Game Controller

Control Action
A Start or shut off the engine
Right Trigger Hold to accelerate
Left Trigger Hold to brake
D-Pad Left or Right Steer left or right
D-Pad Up Make the cabin warmer
D-Pad Down Make the cabin cooler
Left Stick left or right Steer gradually
Right Shoulder Hold to sound the horn; press it while near a passenger to pick them up
B Hear how many lives remain
X Hear your current score
Y Hear information about the current or nearest passenger
Start Hear a summary of the current run
Back Pause or resume the game

Most run information is also available through Run Status while paused.


Driving

The road continues forward and has firm left and right boundaries. Most hazards appear ahead of you, although police pursuits begin behind you.

Steering

Steering changes the direction in which the car is travelling. A quick tap makes a small correction, while holding the control turns the car farther. Higher speeds make each correction more noticeable.

Driving against a road boundary slows the car. Steer back toward the centre instead of continuing to push against the edge.

Speed and Braking

Higher speed can help you complete fares, escape threats, and perform clean passes, but it leaves less time to react. Use the brake when approaching passengers, destinations, or crowded parts of the road.

Some creature attacks can temporarily force the car to accelerate and prevent braking. During these moments, concentrate on steering until full control returns.

Shutting off the engine during an active run does not stop the countdown.

For the best directional awareness, use headphones or well-separated stereo speakers.


The Run Clock

Your time reserve begins at 1 minute 30 seconds and can hold up to 3 minutes.

You can earn additional time by:

  • Delivering passengers.
  • Destroying creatures after they have joined the action.
  • Completing clean passes and clean-pass combinations.
  • Collecting a Time Boost.

When a time reward would take you beyond the three-minute limit, the unused time is converted into score. Each overflow second is worth 100 points.

The game warns you as the remaining time becomes low. Pausing stops the countdown, while Breakless Flow temporarily slows it.


Passengers and Deliveries

Only one passenger opportunity is active at a time. Once a passenger enters the car, another passenger cannot appear until the current fare has ended. VIP passengers identify themselves when they appear.

Picking Up a Passenger

Approach the waiting passenger and press the horn when you are close enough. You do not need to stop completely. If you began holding the horn before entering pickup range, release it and press it again near the passenger.

Slowing down makes pickup easier and reduces the chance of driving past the passenger. A passenger who is left too far behind will leave the road.

Press I before pickup to hear the nearest passenger's name and approximate distance.

Reaching the Destination

After pickup, a destination appears farther along the road. The game tells you its general direction and approximate distance.

Drive into the destination area to complete the fare. You do not need to stop, although slowing down makes it easier to avoid overshooting the drop-off.

Press I during a fare to hear:

  • The passenger's name.
  • Whether the passenger is a VIP.
  • Their remaining patience.
  • Their remaining health.
  • Whether the destination is ahead or behind you.

Patience, Health, and VIP Fares

Every passenger begins with 100 percent patience and 100 health.

Patience gradually falls while the passenger is in the car. Crashes and uncomfortable cabin conditions can make the situation worse. Creature attacks can damage the passenger directly.

VIP passengers are worth more score and may award more time, but they are affected by the same dangers as other passengers.

Successful and Failed Fares

A successful delivery awards score and additional run time. Longer trips, VIP status, and the passenger's remaining patience and health can improve the reward.

A fare fails if:

  • The passenger's patience reaches zero.
  • The passenger's health reaches zero.
  • You overshoot the destination.
  • You lose your last life before completing the fare.

A failed fare removes 150 points and clears any unfinished progress toward Breakless Flow.


Traffic and Clean Passes

Traffic approaches from ahead. Some vehicles remain in a steady line, while others may drift across the road.

Passing close to traffic does not award score. However, a close and collision-free pass can qualify as a clean pass and award additional time.

A clean pass requires you to pass an oncoming vehicle at a reasonable speed without colliding. Passing very close improves your chance of qualifying.

An ordinary clean pass awards 1 second. During Rush Hour, it awards 2 seconds.

Completing three qualifying passes within a short period finishes a clean-pass combination and awards additional time. Repeated clean passes may eventually stop adding time for a while, so do not take unnecessary risks when no immediate reward is available.


Obstacles, Police, and Lives

Obstacles

Stationary obstacles appear ahead and must be avoided. Hitting one costs a life and removes the obstacle from the road.

Ghost Rider protects you from ordinary obstacles while it is active, but the protection may expire before you reach the hazard.

Police Pursuits

Police may begin pursuing you after you have been driving for a while. They approach from behind and attempt to ram your car.

Use speed and changes of direction to create distance. The pursuit ends when you escape or when the police collide with you.

A police collision always costs one life. Ghost Rider does not protect you from the police.

Lives and Crashes

You begin with 3 lives. Collisions with traffic, obstacles, or police normally cost one life. A crash while carrying a passenger also reduces that passenger's patience.

Ghost Rider protects you from ordinary traffic and obstacles. It does not protect you from police collisions or creature attacks.

Losing your final life ends the run.


Creatures and Cabin Conditions

Three types of creatures can appear during a run. Each creature attacks with a different element and causes a different problem.

Creature Attack Effect Normal Time Reward Creature Surge Reward
Cinderkin Fire Overheated cabin for 8 seconds 4 seconds 6 seconds
Voltling Electricity Forced acceleration for 10 seconds 5 seconds 8 seconds
Pipfrost Ice Chilled cabin for 8 seconds 6 seconds 9 seconds

Destroying a creature that threatened a passenger may award additional time.

How Creatures Behave

A creature may first target a waiting passenger. Its passenger shots have some spread, so some fly wide while others remain on target. Each attack that hits removes 12 health points. After you pick up that passenger, the creature turns its attention to your car and aims directly at you.

Creatures pause a little longer between attacks. Their attacks travel in a fixed direction after being launched, so changing direction can help you avoid them. A creature that falls far enough behind eventually gives up.

Run over a creature to destroy it. This does not cost a life and awards 500 points. Destroying a creature before it has fully joined the action may award score without awarding time.

Cinderkin

Cinderkin use fire attacks. A hit makes the cabin Overheated for eight seconds.

While carrying a passenger:

  • AC 4 or 5 fully counters the additional patience loss.
  • AC 3 partly counters it.
  • AC 1 or 2 leaves the full effect active.

Move the temperature toward cool until the condition ends.

Pipfrost

Pipfrost use ice attacks. A hit makes the cabin Chilled for eight seconds.

While carrying a passenger:

  • AC 1 or 2 fully counters the additional patience loss.
  • AC 3 partly counters it.
  • AC 4 or 5 leaves the full effect active.

Move the temperature toward warm until the condition ends.

Voltling

Voltling use electric attacks. A hit forces the car to accelerate for 10 seconds.

During this effect, you can steer but cannot brake or shut off the engine. Another electric hit restarts the effect's duration.

Air Conditioning

The cabin begins at 3, neutral.

Setting Temperature Best Use
1 Very hot Fully counters Chilled
2 Warm Fully counters Chilled
3 Neutral Partly counters either condition
4 Cool Fully counters Overheated
5 Very cool Fully counters Overheated

Changing the temperature does not immediately remove Overheated or Chilled. It reduces or prevents the additional patience loss until the condition ends.

An electric effect can remain active at the same time as an Overheated or Chilled cabin.


Bonus Items

Bonus items appear on the road and activate when you drive through them.

Velocity Boost

Velocity Boost lasts 10 seconds, increases the car's maximum speed, and improves acceleration.

Collecting another Velocity Boost extends the effect and increases its strength. The added speed can help you escape danger, but it also makes steering more difficult.

Ghost Rider

Ghost Rider lasts 15 seconds when collected on the road. While active, ordinary traffic and obstacles cannot take a life from you.

Ghost Rider does not protect you from police collisions or creature attacks.

Time Boost

A Time Boost normally adds 15 seconds. When you have 30 seconds or less remaining, it adds 20 seconds instead.

Time Boosts become more common when the clock is low. Any time beyond the three-minute limit is converted into score.

Destination Jump

Destination Jump can appear while you are carrying a passenger. Collecting it moves the car directly into the current destination and completes the delivery.

During Creature Surge, defeating enough creatures can cause a Destination Jump to appear.


Road Conditions and Breakless Flow

Longer runs introduce temporary conditions that change the road and its rewards.

Rush Hour

Rush Hour lasts 25 seconds.

During Rush Hour:

  • More traffic may appear.
  • A clean pass awards 2 seconds instead of 1.
  • More clean-pass time can be earned before the temporary limit is reached.

The extra traffic makes clean-pass combinations more rewarding, but also more dangerous.

Creature Surge

Creature Surge lasts 20 seconds and occurs while you are carrying a passenger.

During Creature Surge:

  • Creatures appear more quickly.
  • More than one creature may be active.
  • Creature time rewards are increased.
  • Defeating enough creatures can produce a Destination Jump.

Breakless Flow

To activate Breakless Flow, complete all three of the following within 30 seconds:

  1. Deliver a passenger.
  2. Destroy an eligible creature.
  3. Complete a three-pass clean-pass combination.

Breakless Flow lasts 10 seconds and causes the run clock to drain at half speed. After it activates, it cannot be triggered again immediately. A failed fare clears unfinished progress toward the next activation.

Increasing Road Pressure

The road becomes busier and less forgiving as a run continues. Traffic, creatures, and obstacles appear more often, and more hazards may be active at the same time.


Score and Extra Lives

Score can be earned by:

  • Delivering passengers.
  • Destroying creatures.
  • Converting time that exceeds the three-minute limit.
  • Converting certain duplicate bonuses.

Passing close to traffic does not award score.

Creature takedowns are worth 500 points. Overflow time is worth 100 points per second. Passenger rewards vary according to the fare and the passenger's condition when delivered.

Earning enough positive points during a run can award an extra life. Score penalties reduce your displayed score but do not remove extra lives that have already been awarded.


Online Stores

Online stores may be available while a run is paused. Prices and availability are shown inside the store and may change.

Rushfare store items can include:

Item Effect
Ghost Rider Provides extended protection from ordinary traffic and obstacles
Velocity Boost Provides a longer and stronger speed boost
Extra Life Adds the purchased number of lives immediately

Store-bought effects follow the same general rules as their road versions.


Run Status

Press K during play to hear a short summary containing your remaining time, lives, score, and active conditions.

For more information, pause the game and open Run Status. It provides a detailed overview of your current run, including earned time, fares, creature takedowns, clean-pass progress, active bonuses, score, and remaining lives.


How a Run Ends

A run ends when:

  • The clock reaches zero.
  • You lose your last life.

When either happens, the game moves to the results and score-submission process.

Leaving the run through Exit to Main Menu abandons it without submitting the score.

Your final results may include your score, playing time, distance travelled, completed fares, crashes, collected bonuses, creature takedowns, earned time, clean-pass combinations, and the reason the run ended.


Useful Strategies

Learning the Road

  • Use Learn Game Sounds before your first serious run.
  • Begin at a moderate speed while learning how the car responds.
  • Make small steering corrections and release the control early.
  • Avoid weaving repeatedly when one deliberate movement will clear a hazard.

Completing Fares Reliably

  • Slow down before reaching a passenger so you have time to use the horn.
  • Remember the announced destination direction after pickup.
  • Reduce speed as you approach the destination to avoid overshooting it.
  • Use I when you need updated passenger or destination information.

Handling Creatures

  • Prioritize creatures that are threatening a passenger.
  • Change direction after an attack is launched rather than continuing in a straight line.
  • Correct an Overheated or Chilled cabin as soon as possible.
  • During forced acceleration, focus on steering until braking becomes available again.
  • Line up a creature carefully before trying to run it over.

Managing the Clock

  • Passenger deliveries are the most dependable source of larger time rewards.
  • Use clean passes, creatures, and Time Boosts to keep the run alive between fares.
  • A Time Boost is more valuable when you have 30 seconds or less remaining.
  • Time earned beyond the three-minute limit is converted into score.

Surviving Long Runs

  • Expect the road to become busier over time.
  • Save lives for unavoidable mistakes and police pursuits.
  • Do not force a clean pass through a gap that does not feel safe.
  • During Creature Surge, protect the passenger before chasing rewards.
  • Breakless Flow requires variety, so pay attention to which qualifying action is still missing.

Learn the game's sounds, keep the fare moving, and make every second count.