Biomes¶
There are 15 biomes. Their order is shuffled at the start of every run, and after the 15th biome the same order repeats. Each biome ends at a gate, see biomes and gates.
Looks¶
Each biome has its own tile colours and something in the air, like falling snow or rising embers. It also has its own creatures around your ball, a sound under the music and a colour grade, with a soft glow on most devices.
Dusky violet and black tiles in a still purple night.
Hot peach and ember red tiles over a blazing red glow.
Pale blue and deep navy tiles, far below the waves.
Mint and moss tiles under a warm green canopy.
Snow white and steel blue tiles in a frozen sky.
Lavender and violet tiles drifting through deep space.
Pale sand and baked clay tiles under a hot amber sky.
Acid lime and murky green tiles in a poisonous haze.
Blossom pink and plum tiles in a soft rosy glow.
Cloud grey and slate tiles under a thundering sky.
Pale jade and deep teal tiles on rain soaked terraces under a slate sky.
Sandstone and rust red tiles among red mesas in amber light.
Ice white and deep sea blue tiles on an ice field under green light.
Pale moss and peat brown tiles in a swamp lit by glowing mushrooms.
Peach and maple red tiles in the woods at dusk, with orange leaves falling.
Moving scenery and graphics¶
- Trees sway, crystals spin, lamps glow and the floating islands drift.
- Creatures wander around your ball and come back if they stray too far.
- The biome sound follows the EFFECTS volume slider in the settings.
- Phones, and Roblox graphics quality 4 to 6 on any device, run a lighter version with fewer creatures and moving props and a softer glow. Phones skip the glow unless graphics quality is set by hand to 7 or higher.
- With graphics quality set by hand to 3 or lower, or with Reduced Motion turned on in your Roblox settings, the creatures and moving scenery switch off. Graphics quality 3 or lower also drops the glow.
- Automatic graphics counts as 4 to 6 on phones and 7 or higher everywhere else.
Lengths¶
The length depends on how many biomes into the run you are, not which biome it is.
| Biome number | Tiles long | Gate is at tile |
|---|---|---|
| 1 | 60 | 60 |
| 2 | 150 | 210 |
| 3 | 320 | 530 |
| 4 | 445 | 975 |
| 5 | 570 | 1,545 |
| 6 | 695 | 2,240 |
| 7 | 820 | 3,060 |
| 8 | 945 | 4,005 |
| 9 | 1,070 | 5,075 |
| 10 | 1,195 | 6,270 |
| 11 | 1,320 | 7,590 |
| 12 | 1,445 | 9,035 |
| 13 | 1,570 | 10,605 |
| 14 | 1,695 | 12,300 |
| 15 | 1,820 | 14,120 |
Climates and weather¶
Every biome belongs to one of 5 climates, 3 biomes each. Some forge effects and meta tree nodes only work in one climate.
Weather can strike in every run. Each roll has a 3% chance to start the good weather of the climate you are in, and a 2% chance to start its bad weather instead. Good weather lasts 10 rolls and bad weather 10, counting the roll it started on. A new strike replaces whatever weather is running; weather never stacks. Bad weather never stops a roll moving at least one tile. The weather in play shows under EFFECTS in the run panel, with the rolls it has left.
- Forecast halves the chance of bad weather.
- Stormchaser raises the chance of good weather to 5%.
- Long Exposure makes good weather last 15 rolls.
| Climate | Biomes | Good weather | Bad weather |
|---|---|---|---|
| ⛈️ Stormy | Ocean, Storm, Monsoon | Struck by Lightning | Downpour |
| 🔥 Scorched | Inferno, Desert, Canyon | Heatwave | Heat Haze |
| ❄️ Frozen | Frost, Cosmos, Aurora | Snowblind | Black Ice |
| 🌿 Overgrown | Jungle, Toxic, Mire | Overgrowth | Mudslide |
| 🌆 Twilight | Midnight, Sakura, Autumn | Moonstruck | Gloom |
Good weather¶
Every roll counts 3 higher.
Golden tiles arrive 2 sooner.
Every tile you pass is worth +4.
Every roll moves 2 more tiles.
Light and dark bonuses both count on every tile.
Bad weather¶
Every roll counts 1 lower.
Every roll pays 25% less.
Every roll moves 1 tile less.
Every roll counts 1 lower.
Every roll pays 25% less.
Numbers on this page match Rogue Roller version 3.7.0.
