DESCENT is a canvas game about controlling drag instead of thrust. You always fall; depth is score. Hold SPACE (or F, or hold the mouse button) to FLARE — you slow down, gain wide steering authority, and your score multiplier decays. Release to STREAMLINE — you fall fast, steer barely, and the multiplier climbs. A / D or LEFT / RIGHT steer. Moving the mouse steers toward the pointer. J and L SPIN you; every completed rotation is worth points, but spinning scales your steering down by up to 72 percent and the points stay PENDING until you clear the next gate — a scrape halves them and a crash takes all of them. Gates come in four shapes: a plain gap, a shuttered gap with a moving plate, a SPLIT gate with a centre post and a narrow bonus lane, and a gap with a SIDE DOOR cut into the rock beside it; the narrow line always pays a bonus. Some gates are ROTATION KEYED and marked with a spin arrow — cross one mid-rotation and the trick pays double, cross it still and the multiplier is docked. Checkpoint ledges bank your live score and become your restart point. ENTER retries from the last checkpoint; R or N reseeds the shaft for a fresh run; P pauses; H or ? opens the tutorial card and T skips the tutorial; Q toggles developer telemetry. Keyboard control requires the canvas to hold focus — click it or tab to it first, so the game never takes keys away from the surrounding page. Depth, multiplier, banked score, live at-risk score, pending trick points, the steering you are currently spending on rotation, and distance to the next checkpoint are all drawn on canvas.