Mode · Solo
Parkour, and what we still have to check.
Sprint, leap and climb through courses packed with tricky jumps and sneaky traps. Reach the finish, then beat your best time.
- Players
- not measuredplay a round and we log it
- Match length
- not measuredno sample yet
- Map seen
- —unknown
- Mode
- —unknown
- Last measured
- —next session
We have not played this mode. The description above is the developer's; every heading below is what we still have to go and check.
What the mode is
A course to clear. No opponent, no objective beyond the next jump.
What a first round feels like
Parkour quality lives entirely in the checkpoint spacing and the client's jump feel, so this page will be about the courses rather than about the mode.
What we will measure when we play it
How many courses, checkpoint behaviour, whether progress saves, and the hardest jump on each course.
How busy it is
Parkour is one of the ten modes the lobby does not print a player count for — only eight of the eighteen do. The closest thing to demand data we have for it is its position in the mode grid and the 88 custom rooms listed beside it, neither of which is a number worth printing.
Where to read next
The closest measured pages are Skywars, EggWars, Survival, KitPvP; all eighteen modes are on the mode table; the two finished matches are side by side on the comparison page.
The match brief above stays empty rather than guessed. The testing method explains why that is the rule here.