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A game by Ryan Little
DAY 1
Heat
0%
Stamina
100%
Thirst
0%
Hunger
0%
Hunters are 25 miles behind
You can barely sense them. But they are there.
You have covered 0 miles on the chase so far
Days Survived: 0
Distance: 0 mi
Made by Ryan Little

The Longest Strides

Rank Days Distance Lost Hunters Death

Learn to Run

You are an apex predator — a big cat built for explosive speed. But the humans hunting you don't play by your rules. They track. They follow. They never stop. This is persistence hunting, and you cannot win. You can only survive one more day.

THE DAY

Each day is split into two phases: DAY and NIGHT. You choose one action per phase. During the day, the sun is brutal — heat builds fast, thirst climbs, and every move costs more. But you cover the most ground in daylight.

THE NIGHT

At night, heat is no longer a threat and thirst rises more slowly. You move less distance, but the hunters make camp — they barely gain ground. Use the darkness to rest, recover, and prepare for the next day.

YOUR VITALS

  • Heat — Builds when you run under the sun. Too much and you collapse from heatstroke. Rest to cool down.
  • Stamina — Your energy reserves. Push too hard without resting and exhaustion will claim you.
  • Thirst — Rises every phase. Find water when you can, or dehydration will kill you before the hunters do.
  • Hunger — Rises slowly but relentlessly. Scavenge when you can, or starve.

YOUR ACTIONS

  • Push — Sprint at full speed. Covers the most ground, but drains stamina and builds dangerous heat.
  • Trot — A sustainable pace. Moderate distance, moderate costs.
  • Rest — Stop moving. Recover heat and stamina, but the hunters close in. Since you haven't moved, the situation stays the same — you must at least Trot to find new opportunities.
  • Drink / Eat — Appear when the land offers water or food. Reset thirst or hunger, but cost precious time.

Action buttons show the total real effect on your stats — including passive drains — so what you see is what happens.

THE SITUATIONS

Each phase, the terrain shifts around you. Fever trees, dry riverbeds, rocky escarpments — every location is different, and some offer unique opportunities: a hidden water source, a scavenging chance, or a way to throw the hunters off your trail. Rare encounters can change the course of a run entirely. If you Rest, you stay in the same situation — you must at least Trot to find new terrain and new opportunities.

THE HUNTERS

They start 25 miles behind, moving at a steady pace. Some encounters let you lose them temporarily — but every time they pick up your trail again, they come back faster. Water sources can give them a boost if they find where you drank. The gap between you and them is the only thing keeping you alive.

ACHIEVEMENTS

  • Week of Running — Survive 7 days
  • Into the Unknown — Survive 10 days
  • The Long Road — Survive 15 days
  • Legend — Survive 20 days
  • Myth — Survive 30 days
  • Distance Master — Cover 50+ miles
  • Long Strider — Cover 75+ miles
  • Century Runner — Cover 100+ miles

 

  • Shadow Walker — Lose the hunters 3+ times
  • Ghost — Lose the hunters 5+ times
  • Night Runner — Push through darkness 3+ times
  • Iron Will — Never rest (survive 3+ days)
  • Desert Crosser — Survive extreme thirst
  • On the Edge — Dance with death repeatedly
  • Perfect Balance — Master the chase (5+ days)
  • Too Fast, Too Soon — Die on Day 1

Options

Difficulty
Show Opening
Typewriter Effect
Speed
Fast Slow
Situation Typewriter
v1.7