Run 3 Levels and Tunnels

Thirty levels in three tunnels, each with more sides than the last, plus an Endless tunnel that keeps changing shape. Here is what each one asks of you and how progress works.

How the levels are organized

Run 3 has 30 levels, grouped into three tunnels of ten. A level's name tells you where it belongs: in “Level 2-4”, the 2 is the tunnel and the 4 is the level's place within it. Each tunnel has more sides than the one before and brings something new to deal with.

TunnelLevelsSidesColorsWhat it adds
Orbit Tunnel1-1 to 1-104Blue and cyanMoving, jumping, switching to the walls, crumbling tiles
Nebula Tunnel2-1 to 2-106Violet and pinkBoost tiles and gentler 60-degree switches
Void Tunnel3-1 to 3-108Amber and teal45-degree switches and the longest levels

Every level has a fixed layout, built the same way for every player and on every attempt. Lengths grow from about 250 m in the first levels to about 700 m in the last, and each level ends at a glowing finish gate. The progress bar in the HUD shows how much of the level is left.

Orbit Tunnel: levels 1-1 to 1-10

The Orbit Tunnel is a square tube lit in blue and cyan, and it is where you learn the game. Level 1-1 teaches moving and jumping, with only a few holes that are easy to see coming. Level 1-2 introduces switching to a wall: step past the edge of the floor and the side wall turns into your new floor. Crumbling tiles, with their cracked surface, appear from level 1-5.

With four sides, every wall stands at a right angle to the floor, so each gravity switch turns the view a full quarter. That makes switching feel dramatic at first, and the short levels here are the right place to get comfortable with it. By the end of the tunnel you are combining all three skills: jumping short gaps, switching around long ones and running over crumbling stretches without hesitating.

Nebula Tunnel: levels 2-1 to 2-10

The Nebula Tunnel has six sides and a violet and pink palette. Boost tiles, marked with glowing arrows, appear from level 2-1: run over one and your speed rises by 30% for 1.5 seconds. While a boost lasts, holes and crystals reach you sooner, so you have to read the tunnel earlier.

The walls are tilted less steeply than in the square Orbit Tunnel, and each switch turns the view by 60 degrees instead of 90. Because every side is still three tiles wide, the extra sides make the tunnel roomier, with more surfaces to move onto when the floor ahead breaks up. The levels are longer than in the first tunnel and use every tile type you have met so far.

Void Tunnel: levels 3-1 to 3-10

The Void Tunnel is the last and most demanding of the three: eight sides in amber and teal. Each switch is only 45 degrees, so the tunnel feels close to round, and the side directly above you is four switches away. With so many sides you have plenty of room to work your way around a broken floor, but also more surfaces to keep an eye on.

These are the longest levels in the game, growing to about 700 m by the end, and they combine holes, crumbling tiles and boost tiles. Finish level 3-10 and the game shows a short “All tunnels cleared” message.

The level select

Press Levels on the start screen to open the level select, which lists all 30 levels grouped by tunnel. Levels you have not reached yet show a lock mark, and finished levels show a done mark. Each level also shows the most crystals you have collected in it, out of the total it holds. You can play any level that is not locked, including the ones you have already finished.

Finishing, failing and unlocking

Reach the finish gate and the level is complete. The next level unlocks, and the level complete screen shows the crystals you picked up out of the level's total, with buttons for Next level, Replay and Menu. Finishing the last level of a tunnel unlocks the first level of the next, so clearing 1-10 opens 2-1, and clearing 2-10 opens 3-1.

Falling brings up the “Lost in space” screen, and Retry restarts the level from the beginning. A failed attempt never locks anything again; you simply run the level from the start. Use the opening stretch you already know to recall what comes next, so the part that caught you last time does not come as a surprise.

Collecting every crystal

Every level holds a fixed number of crystals in fixed places, and the level select remembers your best result for each one. Getting all of them can be harder than just finishing, because you have to go where the crystals are rather than where running is easiest. A good approach is to finish a level first and then replay it with a plan. Crystals collected on replays add to your total as well, which makes replaying finished levels a steady way to save up for new runners.

Endless mode

Endless is one tunnel with no finish gate. It is generated as you run, and every stretch is built so that a way through always exists. The tunnel changes shape every 500 m, and the whole cycle repeats every 2,000 m:

DistanceTunnel shape
0–500 m4 sides
500–1,000 m5 sides
1,000–1,500 m6 sides
1,500–2,000 m8 sides
2,000 m and beyondThe cycle starts again with 4 sides

The five-sided stretch exists only in Endless, so it is the one shape the levels do not prepare you for. Speed and difficulty also rise gradually with distance, up to a fair limit, so the later part of a run is always the hardest. The HUD shows your distance, your best distance and your crystals for the run. When you fall, the game shows how far you got, your best (with “New best!” when you beat it) and the crystals from the run. Run again starts a fresh run, and your best distance appears on the start screen.