Routster

Route Navigator

A route broken into junctions. Commit at each one, under a clock.

Route Navigator turns a leg into a sequence of decision points. At each one you are standing somewhere on the map with two or more ways to go, and you pick. The route unfolds as you choose, so a wrong turn takes you somewhere real rather than simply being marked wrong.

Where route choice asks you to compare finished routes from above, this asks you to build one from inside it — which is the position you are actually in while running.

Playing

  • Each junction shows the branches leaving it. Picking one moves you along it to the next junction.
  • You can zoom out to see where you are relative to the finish, and back in to choose. This costs time.
  • The bearing to the finish is available from any junction, which is the equivalent of glancing at your compass.

Scoring

score = max(0, 100 − 10 × wrongTurns) × multiplier

t is the elapsed time for the challenge, in seconds

The multiplier is 2 − t/20, clamped between 0.5 and 1.5:

Elapsed timeMultiplier
10 s or under1.50 — the ceiling
15 s1.25
20 s1.00
25 s0.75
30 s or over0.50 — the floor

Both halves are bounded, and that shapes how the mode plays. Ten wrong turns takes the base to zero and no amount of speed recovers it; conversely, taking a minute to be perfect halves a perfect base. The intended equilibrium is roughly what a real junction gives you — a second or two, then commit.

A wrong turn is not fatal

Ten points each, out of a hundred, and you carry on from wherever the branch took you. That is closer to the real thing than a fail-and-restart would be: in the terrain a wrong turn is an expense, not the end of the leg, and recovering well is a skill of its own.

What is recorded

Each completed challenge stores whether you took the optimal sequence, how many wrong turns you made, and how long it took. Route Navigator does not feed the global leaderboard — it is a training mode rather than a ranked one.

Where the junctions come from

The junction graph is generated from a map in the Mapping Lab, the same pipeline that produces Route Finder challenges. Decision points are placed where the terrain actually offers a choice, and the branches are real paths across it rather than arrows on a diagram.

See the parameter guide for how the generation is tuned.