Ride & Conquer
Fantasy strategy powered by your pedals.
Build a kingdom off the bike, then ride to harvest, explore and conquer. Every ride is a campaign.
Every game, and what your plan includes, in one place.
Fantasy strategy powered by your pedals.
Build a kingdom off the bike, then ride to harvest, explore and conquer. Every ride is a campaign.
The classic game of kings.
Demo: every move is a power target. Hold your watts in a move's zone for ten seconds to play it.
Mini golf, one swing at a time.
Demo: each shot asks for a power zone. Hold it while the clock runs down and the swing is taken; the steadier you hold, the truer the putt.
Pedal to walk, push to run, surge to jump.
Demo: your power is the controller. Walk, run and jump zones move your hero round a 3D course of ledges, crates, planks and gaps; long gaps need a running jump.
Hold the fort. Pedal or perish.
Demo: survivors hold a walled city square, then a D-Mart car park, against ever stronger waves of zombies. Your power is their nerve: ride hard to fire faster, repair the wall and scavenge food and ammo between waves.
Shields up or guns hot. Your legs decide.
Demo: two fleets of starships trade fire, turn by turn. Hold an easy power band to raise shields or surge to arm the guns, then ride as hard as you can to charge the stance. Solo across five sectors, or duel another rider.
Guard up or hands flying. Your legs decide.
Demo: a boxing bout fought round by round. Hold an easy power band to guard or surge to attack, then ride hard to charge it; more power buys longer combos, from a one-two to a six-punch flurry and a haymaker. Three knockdowns is a knockout, twelve rounds goes to the judges. Solo up a ladder of five contenders, or duel another rider.
Artillery duel. Aim with your legs, load with your lungs.
Demo: Scorched Earth on a bike. Ten seconds of power sets the barrel's angle, ten more load the shell; blast the landscape apart block by block, dig the enemy tank into a crater and hit the crates for heavy shells, clusters, shields and jackpots.
A party dungeon crawl on a bike. Your legs hold the torch.
Demo: a party of heroes delves a dungeon, room by room. Hold an easy power band to explore, defend or rest, or surge to attack, then ride hard to power the move; more power buys a bigger blow. Fight skeletons, orcs and worse, loot the chests and face the boss.
Grow a forest with your legs.
Demo: your power sows a forest. Ride harder and seeds fall faster; your power band picks the tree, from shrubs to elders. Plant avenues, groves and mosaics for bonuses, race the clock for the world board (signed in, on a real trainer), or grow in Zen with no clock at all.
The game show where your legs press the buzzer.
Demo: a loud quiz show in which the Power Bar is the only controller. Hold a power band to pick the category, hold the lamp of your answer, sprint to bank the round and spin the Wheel of Watts, then wager it all at the Summit. Solo for the board on this device, or up to four riders on one show.
Power a city with your legs. Keep the needle on 50.
Demo: you are a town's only power plant for one day. Match the demand curve from a quiet dawn to the evening peak and hold the needle on 50 Hz: sag and districts brown out, surge and poles snap. Surplus power rewires broken lines and hooks up new districts, while storms, heatwaves, festivals, snow and blossom change the day. Climb a ladder of five towns, from a Kansas small town to a big city in Hanoi: every grade C opens a bigger grid with more districts, line faults and lightning.
Fantasy strategy powered by your pedals.
Build a kingdom off the bike, then ride to harvest, explore and conquer. Every ride is a campaign.
The classic game of kings.
Demo: every move is a power target. Hold your watts in a move's zone for ten seconds to play it.
Mini golf, one swing at a time.
Demo: each shot asks for a power zone. Hold it while the clock runs down and the swing is taken; the steadier you hold, the truer the putt.
Pedal to walk, push to run, surge to jump.
Demo: your power is the controller. Walk, run and jump zones move your hero round a 3D course of ledges, crates, planks and gaps; long gaps need a running jump.
Hold the fort. Pedal or perish.
Demo: survivors hold a walled city square, then a D-Mart car park, against ever stronger waves of zombies. Your power is their nerve: ride hard to fire faster, repair the wall and scavenge food and ammo between waves.
Shields up or guns hot. Your legs decide.
Demo: two fleets of starships trade fire, turn by turn. Hold an easy power band to raise shields or surge to arm the guns, then ride as hard as you can to charge the stance. Solo across five sectors, or duel another rider.
Guard up or hands flying. Your legs decide.
Demo: a boxing bout fought round by round. Hold an easy power band to guard or surge to attack, then ride hard to charge it; more power buys longer combos, from a one-two to a six-punch flurry and a haymaker. Three knockdowns is a knockout, twelve rounds goes to the judges. Solo up a ladder of five contenders, or duel another rider.
Artillery duel. Aim with your legs, load with your lungs.
Demo: Scorched Earth on a bike. Ten seconds of power sets the barrel's angle, ten more load the shell; blast the landscape apart block by block, dig the enemy tank into a crater and hit the crates for heavy shells, clusters, shields and jackpots.
A party dungeon crawl on a bike. Your legs hold the torch.
Demo: a party of heroes delves a dungeon, room by room. Hold an easy power band to explore, defend or rest, or surge to attack, then ride hard to power the move; more power buys a bigger blow. Fight skeletons, orcs and worse, loot the chests and face the boss.
Grow a forest with your legs.
Demo: your power sows a forest. Ride harder and seeds fall faster; your power band picks the tree, from shrubs to elders. Plant avenues, groves and mosaics for bonuses, race the clock for the world board (signed in, on a real trainer), or grow in Zen with no clock at all.
The game show where your legs press the buzzer.
Demo: a loud quiz show in which the Power Bar is the only controller. Hold a power band to pick the category, hold the lamp of your answer, sprint to bank the round and spin the Wheel of Watts, then wager it all at the Summit. Solo for the board on this device, or up to four riders on one show.
Power a city with your legs. Keep the needle on 50.
Demo: you are a town's only power plant for one day. Match the demand curve from a quiet dawn to the evening peak and hold the needle on 50 Hz: sag and districts brown out, surge and poles snap. Surplus power rewires broken lines and hooks up new districts, while storms, heatwaves, festivals, snow and blossom change the day. Climb a ladder of five towns, from a Kansas small town to a big city in Hanoi: every grade C opens a bigger grid with more districts, line faults and lightning.