Hollowline

Hollowline guide: near misses, Lumen Rush and the six worlds

Written 4 October 2026 from the game's own rules

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Hollowline in one breath: you hold a finger on the screen, slide it sideways, and a glowing core runs down a road that never stops. Touch a wall or a hazard and the run ends. This page covers what the game does not spell out: how a graze is measured, how a Lumen Rush is lit, and what to expect from each world.

The controls, exactly

What counts as a near miss

A near miss (the game also calls it a graze) is counted when the core stays very close to a wall, or very close to a hazard, for a short beat without touching it. Two details matter:

Every near miss also nudges your score multiplier up a little.

Lighting a Lumen Rush

  1. Land one near miss. That starts a chain.
  2. Land the next within 20 metres of the previous one. Wait longer than that and the chain starts over from zero.
  3. The fourth near miss in a chain lights LUMEN RUSH.
  4. While the Rush burns, the points you earn are doubled, and each Rush you light also pushes the multiplier higher for the rest of the run.

The multiplier climbs with time survived, near misses and Rushes, and it stops growing at a fixed cap, so it rewards staying alive more than any single trick.

Tips for chaining grazes

The six worlds

Journey is 120 levels, 20 per world. Each world has one signature hazard and the later worlds run faster.

Across all six worlds you will also meet islands standing in the middle of the road (pick a side), creatures lying across it with a body that winds from side to side, and holes in the floor. The core falls into a hole when its centre crosses the edge, not when its rim touches it, so you have a little more room than it looks.

Modes and rewards

Journey

120 levels. Each level has three medals: finish it, collect enough gold sparks, and finish without reviving.

Flow

An endless run that goes on until you hit something. It opens with a fixed order of teaching chains and then picks patterns by weight.

Daily

A Flow track generated from the date, so everyone playing that day gets the same road.

Revives and ads

When you crash, the big button on the card plays a short rewarded video and the ball carries on from where it hit. If no video can load, that revive is given anyway, once per run. The small retry button is always there instead. No ad appears during a run.

The game

Hollowline is a free Android game with no account and no cloud save, made by one small team. If this guide made you curious, it is on Google Play. Questions or bugs: support.