JETT — The Flight Manual

Everything the tabby wishes it had known before strapping on two rockets.

What kind of game is this?

JETT (Jet-Equipped Tactical Tabby) is a physics flying game about a cat with two independently-fired rockets. Your score is simply the highest altitude you reach, in metres. Between flights you spend the coins you collected on permanent upgrades, then launch again and climb a little higher. Runs last anywhere from twenty seconds (bird to the face) to several minutes (skilled fuel-can chaining through the stratosphere).

The controls — and the one weird trick

Hold the left half of the screen (or ◀ / A) to fire the left booster, the right half (or ▶ / D) for the right, and both at once for a full vertical burn. There is exactly one piece of rocket science to internalise, and it is the whole game:

Firing the LEFT booster pushes the left side of the cat up, which tips the cat to the RIGHT — and once tipped, your thrust points right too.

It feels backwards for about ninety seconds, then it becomes muscle memory. If you have ever played a lunar-lander style game, it is the same idea split across two engines. Important consequences:

The Assist slider

In the shop, under Gyro Kitty, there is a stabilisation slider from 0% to 100%. At 100% the cat actively rights itself and resists spin — forgiving, great for learning. At 0% there is zero rotational drag: momentum you build keeps carrying, which allows advanced moves (build spin, cut thrust, carry the rotation through a gap) but will absolutely get you killed while you learn. Most players end up somewhere between 15% and 60%. Buying Gyro Kitty levels raises the strength of the assist when it is turned up; if you fly at 0% assist, skip Gyro entirely and spend the coins elsewhere.

Fuel: the real enemy

Gravity is negotiable; the fuel gauge is not. Both engines together drain fuel twice as fast as one, and when the tank is dry you are a passenger. Three rules of fuel economy:

All eight upgrades, honestly ranked

UpgradeWhat it doesVerdict
⛽ Fuel Tank+22% capacity per levelBest early buy. More tank = higher ceiling and better cans.
🚀 Booster Power+7% thrust per levelCompounds beautifully. Second priority.
💧 Efficient Burn−7% fuel use per levelMultiplies with Tank. Strong mid-game.
🧲 Fish MagnetPulls coins from further awayPays for itself; one or two levels early feels great.
🍀 Lucky Collar+30% coin value per levelThe compound-interest pick — better the longer you play.
🌀 Gyro KittyStronger stabilisation (when assist is on)Comfort pick. Skip at 0% assist.
🪖 Tin HelmetStart each run with a shield per level (max 5)Each helmet eats one collision. Transformative in the plane belt.
🎒 Helmet Rack+1 carry slot for spare helmets (max 5)Lets mid-air helmet pickups stack beyond your starting set.

Spare helmets also spawn in the wild above 200 m — rare, about one for every six fuel cans. If your helmet slots are full they pay out coins instead, so they are never a wasted detour.

The bestiary: every altitude zone

Two mercies worth knowing: obstacle density and speed ramp up gently and stop getting worse around 10,000 m, and the wind — which starts shoving you around above 150 m — also tops out there. If you can survive ten kilometres, you can survive anything.

Going down is a level too

Nothing despawns. Every balloon you passed, every coin you missed, is exactly where you left it when you fall back through. A controlled descent — braking in pulses, weaving through the leftovers — can double a run's coin haul. Just remember the landing burn.

Coins, the Wardrobe, and looking fabulous

Coins buy upgrades, but they also buy style: the 👒 Wardrobe sells fur patterns (from calico to a full robot chassis), goggles and visors, hats (the propeller beanie genuinely spins), five flame colours plus a rainbow, replacement jetpacks, and tails — including a balloon that genuinely floats and changes how the tail physics behave. Cosmetics are one-time purchases and purely for show. Purely. (The balloon tail is for show. We promise.)

The leaderboard

Open 🏆 Ranks, set a call sign, and your best altitude submits automatically at the end of each run. Scores are validated server-side, one entry per player, and only ever go up. The top 25 are displayed; your own row is highlighted whenever you make the cut.

Quick-fire tips