Gate runner · iOS & Android
The real game from the fake ad
You know the one. A squad walks a bridge, gates promise to double it, and the game in the ad was never a game you could actually download. This one is: 51 bridges, a Survival mode, bosses that telegraph before they hit, and not a single ad in sight.
- Coming soon on the App Store
- Coming soon on Google Play
Not released yet. This page is where the store links will appear — nowhere else.
See it running
Real captures from the game on a phone, not mock-ups. Swipe, or use the arrows.
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Open it and playNo ad, no pop-up, no “watch a video to continue”. -
Nine hundred and ninety-nineA ×5 gate, a +141 pickup, and the army that was going to stop you. -
Read the gates+5, +7, −5 — pick the wrong one and the squad you spent ten minutes growing is gone. -
The line aheadA jungle bridge, an army in the way, and a gate that would cut you by twenty-one. -
AirstrikeMissiles are picked up on the bridge and dropped when you choose. Then the sky falls in. -
Eighteen thousand hit pointsBosses have a health bar, and it is long. Slow-mo buys you the seconds to read the strike. -
Or take it at double speedFast-forward is a button, not a purchase — and in Survival it even pays a score bonus. -
The Iron MazeSome bridges split into corridors under the rain. Choose one, live with it. -
Turbo ×1.4Time flux zones speed the entire world up — for a few seconds. -
Crits light the bridgeFour hundred lasers under the northern lights, and a boss that has not noticed yet. -
The bridge warns youNamed events announce what is coming. Onslaught means they come by the hundred. -
Nine enemy armiesWhat you march into is a cosmetic slot of its own. -
Yes, snailsSame fight, entirely different invaders. -
Fifteen decor themesA drowned city, a jungle, a volcano, deep space. Same rules, another world. -
Or no world at allThe bridge floats above a ringed giant. Do not look down. -
SurvivalNo finish line. A director keeps feeding the bridge, and bosses arrive on a schedule. -
ExtractionWin, and the squad leaves the way you chose — chopper, dragon, rocket, black hole. -
You see what you buyEvery item is shown before you spend. No boxes, no lotteries, no advantage.
What you actually play
One squad, one bridge, and a corridor of decisions. Every gate is a bet, every barrel is a wall with a number on it, and every boss tells you what it is about to do before it does it.
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Campaign
51 bridges, then they loop
Finish the campaign and it starts again — each lap 15 % faster than the last bridge of the one before it, with no ceiling. Ascension is a speed dial you can also switch off from the HUD without losing the tier you reached.
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Survival
One bridge, no end
A director keeps feeding the bridge, bosses arrive on a schedule and arrive in groups. Your record is the whole point.
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Gates
Multiply, subtract, or expire
×2 and +5 next to −8. Timed gates run out while you hesitate, fragile gates break if you shoot them, and barrel counters have to be worn down before they let you past.
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Bosses
Telegraphed, then brutal
Shielded phases, targeted strikes you can read and dodge, and missiles you pick up on the bridge and drop yourself — the anti-boss weapon, priced as a fraction of its health.
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Cosmetics
Purely visual, zero effect on play
Squad skins, enemy army skins, eight finishers and seven decor themes, each with its own weapons, projectiles and death animations. They change how the run looks. They never change how it plays.
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Built for phones
Three languages, one thumb
English, French and Spanish. Portrait only — on a phone the HUD would sit on top of the gate you are trying to read, so landscape is refused rather than half-fixed.
What Troopnaut never does
A game whose whole pitch is “the ad lied to you” does not get to lie to you on the next screen. These four are product decisions, not a marketing paragraph.
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No ads. None.
No banners, no interstitials, no rewarded video, no “watch to continue”.
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No randomised paid boxes
Nothing you pay for is a lottery. You see the exact item before you spend anything.
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Nothing purchasable makes you stronger
Every paid item is cosmetic. Difficulty is never sold back to you.
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No tracking, no third-party analytics
No advertising SDK, no behavioural profiling, no data brokers. Details in the privacy policy.
Want to tip the developer?
Entirely optional, and it unlocks nothing — that is the point. Crypto addresses and the card channel live on one page, and only on that page.
Questions?
Write to troopnaut@bashroom.com and a human answers. Bug reports, refund questions, press, data requests — same address.