How to play Fulcrift

A visual guide · Make your first steady landing, read tilt bands and learn dispatch bonuses and Bank.

Your goal

Shift the support. Steady the cargo.

Keep the little dock rolling. Move the lime wheeled support toward the heavier side of the beam. Land six crates, then hold the completed load steady to dispatch it.

NEXT: SLOT 6WEIGHT 3312345612MOVE THE SUPPORT

These are simplified teaching diagrams with enlarged pieces. They show the game's original workshop shapes, with spacing adjusted for the lesson.

01Make your first steady landing

  • Select Start. The first crate has weight 1 and lands in slot 3, just left of centre. Read Next before it falls.
  • Keep the support near the middle for this light crate. Make a small left adjustment as needed and watch the beam settle. Being level at touchdown earns 150 points.
  • With the field focused, hold A or Left to move left; D or Right to move right. On mouse or touch, drag horizontally in the field, or hold the Left and Right buttons. Release to stop moving. Opposite directions together cancel.
  • The support travels gradually toward a drag position. It does not jump there. Use one pointer at a time and release your controls after each load.

Watch, then land level

1 · WATCH SLOT 311234562 · LAND LEVEL1234561100 + 50 = 150
The first landing earns 100 cargo points and 50 extra when the beam is within six degrees of level just before the crate arrives.

02Read the weights and bays

Bars and numbers match

1WEIGHT 1+1002WEIGHT 2+2003WEIGHT 3+300STEADY: EXTRA +50
Weight bars and numerals identify each crate. Each load fills all six numbered slots once, from left to right on the beam. Next shows the upcoming destination and weight.
  • One, two or three bars mean weight 1, 2 or 3. Heavy crates pull harder, and crates near the ends have more effect on balance.
  • An incoming crate adds weight when it lands. Preparing too far in advance can tip the cargo already on the beam.

03Move toward the heavier side

Tip right? Shift right.

1 · HEAVIER RIGHT123456132 · SHIFT RIGHT12345613SMALL SHIFTS · SETTLE
Simplified example, not the first load: weight 3 on the far right outweighs weight 1 on the far left. A small rightward support shift steadies the beam. Reverse the idea when the heavier side is left.
  • Use the tilt readout and beam together. Tilting left means shift the support left; tilting right means shift right.
  • Make a small adjustment, release, and let the beam settle. Watch the next crate as well as the current cargo.

04Dispatch and recover

Three useful tilt bands

LEVEL: WITHIN ±6°LANDING BONUS +50DISPATCH: ±10°HOLD 2 SECONDSWARNING: 18°+0.75 SECONDS · −1 PINPAUSE FREEZES THE CLOCK
All times count active play only. Dispatch progress resets if you leave its band; warning progress clears when you return below eighteen degrees.
  • Land within ±6° for the steady bonus. Once all six crates land, hold within ±10° for two continuous seconds to dispatch.
  • If tilt stays at least 18° from level for 0.75 seconds, one safety pin is used. You begin with three pins. Earned points stay yours; a fresh load follows while pins remain.
  • Select Pause or press P for a break. Escape pauses with the field focused. Leaving the field, changing its size or leaving the tab parks play; select Resume after returning.

05Keep loading, or bank your shift

Careful loads add up

FIRST LOAD · ALL STEADYCARGO 6 × 100 = 600STEADY 6 × 50 = 300DISPATCH +300ALL STEADY +300TOTAL 1500LOAD 4+: 2100NO FINAL LOADSTOP & BANK TO FINISH
First load, all six landings steady: 1,500 points. An all-steady load from load 4 onward earns 2,100. There are no multipliers or time bonuses.
  • Each crate earns 100 × weight and a steady landing adds 50. Dispatch adds 300, plus another 300 if every landing in that load was steady.
  • The first three loads introduce heavier cargo. From load 4, the pace settles and pattern families repeat indefinitely. There is no final load or run timer.
  • Stop & Bank finishes whenever you are ready, including while paused. It keeps earned points and adds no unfinished-load bonus. The third spill also finishes the run. Choose Play Again for a fresh run or Menu to browse games.

Visual Guide freezes cargo, movement, timers and sound, and clears held controls. Close with Escape or Back to Game. A running game continues from where you opened help; a manually paused game stays paused. Release your controls and begin a fresh input. If you resize or leave the window during help, select Resume afterward.