The sequel to Super Obby. Twenty brand-new levels across ten new worlds — jungle canopy, crystal caves, clockwork, storm peaks, a neon city, a toy box, a haunted hollow, coral deep, solar flare and the cosmos — and ten new things to get past.

Get it on Meta Quest

Ten new obstacles

Ziplines and ladders

Put a hand on the zipline handle, squeeze the trigger and ride the cable down over the drop. Step into a ladder and gravity lets go — hold A and climb.

Swings, ice and conveyors

Ride a platform swinging on a rope across the gap. Ice keeps a little of the speed you had. Conveyor floors carry you along — or drag you back.

Beams, traps and sweeps

Spinning beams sweep round at shin height, bear traps snap shut, and spiked blocks slide across the walkway. Time your run.

Levers and keys

Swat a lever and a bridge builds itself across the drop. Find the key and the locked gate down the path sinks away.

Still the same feel

The smooth VR jump

The same long, floaty arc on the A button that Super Obby players asked for: no snap, no sudden drops. Walk with the left stick, snap-turn with the right.

Nothing ever kills you

No health, no death. Traps and beams flash red, buzz the controllers and shove you clear; a fall hops you straight back to the last checkpoint.

Three stars a level

Sixty-odd stars hidden across the twenty levels, counted on the level-clear card and totalled on the main menu, alongside your best coins and best time.

Twenty levels, ten worlds

Forked paths, bouncing mushrooms, crumbling bridges, elevators, launch pads and warp pipes to bonus rooms in the sky — all back, in ten new looks.

Screenshots

Jungle Canopy: a zipline cable strung over the drop Neon City: the course running between lit towers Coral Deep: ice and ladders out over the water The Cosmic finale on the way to the Star Citadel