SillyRaces

SillyHoof · SillySki · SillyIsland · SillyClimbing

Four ways to find your rhythm

One account connects four different challenges. Choose a skill, learn its controls and try a round. These guides explain what a successful move looks like and how your result is counted.

SillyHoof — Live SillyHoof drawing screen and countdown instructions.
Live SillyHoof drawing screen and countdown instructions.

SillyHoof

Draw a horse, name it, and turn your sketch into a jumping competitor. SillyHoof tests rhythm and timing against a rising fence. Your drawing changes how the horse looks; success depends on when you jump.

Start in free practice. Count 4, 3, 2, 1 with the hoofbeats, then tap once on the next beat. If you keep jumping early, finish saying “one” before tapping. If you jump late, prepare your finger near JUMP before the countdown ends. Change one thing at a time; repeated tapping makes it harder to learn which moment worked.

SillySki — Live SillySki rider editor: draw a side view facing right.
Live SillySki rider editor: draw a side view facing right.

SillySki

Draw your rider and take on a downhill jump-and-spin challenge. The rider moves automatically: time each takeoff, rotate in the air and line up the skis with the slope. Distance, rather than finishing time, is the main score.

Take off inside the yellow strip, reach Required Spins, then align the ski bottoms with the slope. These checks do not replace one another. Extra spins cannot repair a missed takeoff, and a correct takeoff cannot repair a head-first landing. On a keyboard, Space jumps, holding S spins and P pauses. On touchscreens, use JUMP and hold SPIN, then release.

SillyIsland — SillyIsland cover artwork featuring Diana; not a gameplay screenshot.
SillyIsland cover artwork featuring Diana; not a gameplay screenshot.

SillyIsland

Explore a tropical lagoon as Diana, dive beneath the surface and bring fish back to camp. This is a three-dimensional exploration and spearfishing game: looking, aiming, line tension and a safe return all matter.

Oxygen limits a continuous dive; stamina limits the whole round. Normal underwater time is two minutes, followed by a 15-second red reserve. Full surface recovery takes about 20 seconds, while the five-minute round keeps running. Surfacing is a breathing stop, not settlement. Plan where to surface and how to return to camp before chasing another fish.

SillyClimbing — Live stage-one opening overview: coloured holds lead toward the marked finish.
Live stage-one opening overview: coloured holds lead toward the marked finish.

SillyClimbing

Move a climber across the rock wall by placing each hand and foot. SillyClimbing combines individual limb control with a charged launch: build a stable stance, cross gaps and reach the finish hold as quickly as you can.

Move one limb while keeping support. If a target is too far away, dragging harder does not extend the limb. Move the torso closer within the reach of attached limbs, then try a nearer hold. A missed limb stays loose: restore a useful support point before the next long reach. A stable stance matters more than making many quick drags.

Before your first round

Yes. SillyHoof, SillySki, SillyIsland and SillyClimbing use your SillyRaces sign-in. Scores and game-specific characters remain separate. Signing in does not convert a result from one game to another.

Account, saving and device questions →
Latest Updates
SillyRaces ·

Game guides, shared navigation and update history

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SillyClimbing ·

SillyClimbing Is Now Live!

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SillyIsland ·

SillyIsland Is Now Available!

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