Ride the wave that never ends.
Aloha Rush is an endless surf game across the seven Hawaiian Islands. One tap to jump, hold to soar, and squeeze past hazards to build the Rush. Then send the exact same wave to a friend and watch them try it.
In development for iOS 16 and later. Not yet released on the App Store — every screenshot below is captured from the running build.
One tap, and the wave does the rest
The whole game is a single control. Tap to jump, hold to stay in the air. Everything else — the swell, the hazards, the islands — comes at you.
Race a friend on the identical wave
Send a challenge and your friend gets your exact run — the same swell, the same hazards in the same places, your ghost riding alongside them.
The wave is generated from a seed, not recorded. Sharing a run means sharing that seed and a compressed trace of where you were — a few thousand bytes that ride inside an ordinary link.
There is no server, no matchmaking queue and no account. The link carries everything. Open it without the game installed and you get a web page describing the run rather than a broken deep link.
Because the world is deterministic, two people running the same seed get the same wave down to the frame.
Seven islands, each with its own water
Every island has its own palette, weather, hazards and difficulty — drawn from the real chain rather than a single tropical backdrop recoloured seven times.
Things to earn, none of them for sale
Each with its own pattern and palette. No board is another board in a different colour.
Across four rarities, unlocked by playing.
Rewards for filling out a category rather than for spending.
Plus leaderboards, if you sign in. The game does not require it.
What this game will not do to you
These are constraints in the code, not promises in a marketing page.
No advertising
There is no ad SDK in the binary. Nothing interrupts a run, because there is nothing to interrupt it with.
Nothing you buy changes how it plays
Boards and surfers are cosmetic. An earlier build had boards carrying a score multiplier; it was removed rather than disclosed.
No account, no sign-in
The game does not make a single network request. It runs on a plane, in a tunnel, and on a device that has never been online.
Every asset is original
The art is drawn procedurally in code and the music is synthesised by a script in the repository. Nothing is licensed, so nothing can be revoked.
Built for the iPad too
Universal, not a stretched phone build. The chart and the collection screens use the extra room instead of centring a narrow column in it.


