Press kit
Rev Rush: Pixel Moto Runner · Marko Krulc · Slovenia
Everything on this page may be quoted and summarised, with attribution to revrush.net. You do not need to ask. The same facts in machine-readable form are at revrush.net/facts.json, generated from the game's own source code.
In one sentence
Rev Rush: Pixel Moto Runner is a one-tap endless runner for iOS across 21 hand-crafted pixel worlds, free to play, with no advertising of any kind and a single optional unlock.
In one paragraph
Rev Rush is a one-tap pixel runner made by one person in Slovenia. You tap to jump; the world does the rest. It runs through 21 worlds that change without a cut — desert, storm, sea, volcano, space, castle, underwater, New York, a kids' room, a glacier cave — and each one has its own weather, its own music and one moving hazard that exists nowhere else. It plays fully offline in 20 languages, carries zero advertising, and is funded by a single optional Premium unlock that grants things sooner and never more, so the leaderboard keeps comparing rides rather than receipts. The game contains no image files at all: every sprite is a character map in the Swift source, drawn pixel by pixel at runtime.
Numbers
- 21worlds, each with its own music
- 20languages
- 0ads, ever
- 1optional unlock
- 2vehicles: moto and hover
- 51garage colours over 5 zones
- 177sprites, all character maps
- 0image files in the game
Facts
| Title | Rev Rush: Pixel Moto Runner |
| Developer | Marko Krulc — one person, no team, no publisher |
| Country | Slovenia |
| Platforms | iOS, iPadOS |
| Status | Out now on the App Store |
| Released | 15 September 2026 |
| Price | Free to play, with one optional Premium unlock |
| Advertising | None, of any kind |
| Offline | Fully playable offline; the internet is only used to sync scores |
| Genre | Arcade, endless runner, one-tap runner |
| Built with | Swift and SpriteKit, with no image assets |
| Website | revrush.net |
What makes it different
- No image files. The whole game's art is character maps and a 36-entry palette in the source code, drawn at runtime. The exported data is public: sprites.json. See How it's made.
- This website runs the game's code. The bike you scroll past on the front page is drawn by the same algorithm on the same data, not redrawn by hand.
- 21 signature hazards. Every world owns one moving hazard that appears in no other world — a wave of lava, a swordfish that aims at your current height, a chain of crates with exactly one gap. Full list on Worlds.
- Premium is not pay-to-win. A paying rider starts with exactly one shield and one life, the same as everyone else. Free players can buy the same items with in-game coins.
- No ads and no trackers by default. The site loads analytics only if a visitor says yes, and the game has no advertising at all.
Images
The sharing image below is composed from the game's own exported data — the same palette, the same sprites, the same drawing routine — rather than captured from a screen.
og.png — 1200×630, PNG. App icon: icon-512.png — 512×512, PNG.
Gameplay screenshots for iPhone and iPad are on the App Store listing. The front page of this site also shows four of the worlds — Sea, Underwater, Castle and Space — running live in the browser.
Contact
Marko Krulc, independent developer, Slovenia.
Email:
X: @MarkoKrulc · Studio: krulz.games
Review copies, questions and interview requests are all welcome. This is a one-person project, so replies come from the person who made the thing.
The text of this site may be quoted with attribution to revrush.net.