Paraslitor: Escort Arcade
1 Oct 2026launched yesterday
0.00 ratings
n/aApple doesn’t publish installs
WorldwideSold in 50+ App Store storefronts
1.0latest version · today
Screenshots
About
It walks itself, slowly, from the entrance to the exit. It cannot fight, it cannot dodge, and it will not wait for you. A crowd is closing on it from every side, and everything between them is you. Everything you do is putting your body in the way. THE THREE MOVES Slide anywhere on the screen. There is no on-screen stick — the whole screen is the control. You run the way you slid, as far as you slid, and every drifter you touch on the way comes apart. Bank. Each one you run down widens the ring drawn on the floor around you. That ring is the shockwave you are holding. Spend. Double-tap with one finger and the whole ring goes out at once. One kill clears your own feet; a full ring clears the lane. Then you are back to nothing. There is no cooldown timer anywhere in this game. What you have is what you earned, and spending it is a decision rather than a wait. NOTHING LEAVES YOUR PHONE No accounts. No sign-in. No tracking, no analytics, no data collection of any kind. The game makes no network requests at all and works completely offline — on a plane, underground, anywhere. THE ONLY ADS ARE FOR THIS GAME Between levels there is a short break, and it is the game's own: written and drawn from the same palette as everything else, pointing at something already in here. No ad network, no third-party SDK, no request to anywhere. It never covers a live level — it waits for the panel that tells you whether the small one got through. One optional purchase removes it, forever, on every device you sign in on. FIFTEEN LEVELS, THEN NO LAST ONE First Light, The Narrows, The Orchard, The Long Field, The Gauntlet, The Ember Road, The Cinder Lanes, The Wide Burn, The Standing Stones, The Long Dark, and on through to The Far Gate — fifteen hand-built levels, each one a different shape of problem, and then an endless run past the last gate that keeps going one level at a time. Points, the bank your double tap spends, and your rank all carry from one level to the next. The run is the unit, not the level, and it is saved: closing the app does not end it. FOUR FIELDS TO WALK Snow, embers, neon and open ground. Change one mid-level and watch the paint change under your feet. The rules never move — only the light does. BUILT FOR ONE HAND, AND FOR BEING PUT DOWN Portrait or landscape, a level is a few minutes, and the run is exactly where you left it. Everything happens on the glass with one thumb.Read more
It walks itself, slowly, from the entrance to the exit. It cannot fight, it cannot dodge, and it will not wait for you. A crowd is closing on it from every side, and everything between them is you.
Everything you do is putting your body in the way.
THE THREE MOVES
Slide anywhere on the screen. There is no on-screen stick — the whole screen is the control. You run the way you slid, as far as you slid, and every drifter you touch on the way comes apart.
Bank. Each one you run down widens the ring drawn on the floor around you. That ring is the shockwave you are holding.
Spend. Double-tap with one finger and the whole ring goes out at once. One kill clears your own feet; a full ring clears the lane. Then you are back to nothing.
There is no cooldown timer anywhere in this game. What you have is what you earned, and spending it is a decision rather than a wait.
NOTHING LEAVES YOUR PHONE
No accounts. No sign-in. No tracking, no analytics, no data collection of any kind. The game makes no network requests at all and works completely offline — on a plane, underground, anywhere.
THE ONLY ADS ARE FOR THIS GAME
Between levels there is a short break, and it is the game's own: written and drawn from the same palette as everything else, pointing at something already in here. No ad network, no third-party SDK, no request to anywhere. It never covers a live level — it waits for the panel that tells you whether the small one got through. One optional purchase removes it, forever, on every device you sign in on.
FIFTEEN LEVELS, THEN NO LAST ONE
First Light, The Narrows, The Orchard, The Long Field, The Gauntlet, The Ember Road, The Cinder Lanes, The Wide Burn, The Standing Stones, The Long Dark, and on through to The Far Gate — fifteen hand-built levels, each one a different shape of problem, and then an endless run past the last gate that keeps going one level at a time.
Points, the bank your double tap spends, and your rank all carry from one level to the next. The run is the unit, not the level, and it is saved: closing the app does not end it.
FOUR FIELDS TO WALK
Snow, embers, neon and open ground. Change one mid-level and watch the paint change under your feet. The rules never move — only the light does.
BUILT FOR ONE HAND, AND FOR BEING PUT DOWN
Portrait or landscape, a level is a few minutes, and the run is exactly where you left it. Everything happens on the glass with one thumb.
Store page changes
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Versions
- Version 1.0First seen · 2 Oct 2026
Countries
Worldwide
Apple lists this app in 50 or more storefronts, so it is available almost everywhere.
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