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Get home through the neighbourhood. Dodge dogs, read traffic, protect the load.
A bakery errand. A match you cannot miss. A deadline. An office you must reach. And one last walk home in the rain. Everyday Rush is a 3D neighbourhood game about the short journeys that make up a life. You are not on rails: no auto-run, no three lanes. You move where you want through small streets, and every level is its own little problem to solve. FIVE CHAPTERS, ONE LIFE Seventy-five levels across five chapters, each with its own streets, light and trouble: • The Old Neighbourhood — a child carrying bread home from the bakery • Match Day — a teenager who must not be late • Project Panic — a workshop, cables underfoot, a deadline • The Office Run — carry documents past traffic and timed gates • Home in Time — a rainy night, scaffolding, rising water WHAT YOU ACTUALLY DO • Read the traffic and cross when it is clear • Slip past dogs that see you and hear you • Find the shortcut before the clock does • Keep your load safe — a fall costs you, a bite costs you more • Three hearts, checkpoints, and three stars per level ONE HELPER PER RUN Take a biscuit to distract a dog, or a sturdy bag that absorbs the first knock. BUILT FOR PHONES Drag on the left to move, on the right to look. Runs at 60 FPS. Levels can be played offline; ads and online services need a connection. COINS, LIVES AND ADS Coins you earn buy permanent upgrades in the shop. Three hearts make one life, three lives make the pool, and one life comes back every 20 minutes. Ads may appear between levels when available; you can also choose a rewarded ad for an extra life (three hearts). NO SIGN-UP No sign-up, no email. Your progress stays on your device. Available in 17 languages.
past month, based on 1 day
Downloads
Low confidence5
From install count ÷ months since release
In-app revenue
Low confidence$3
From downloads × revenue per download
Ads
$1
$1 – $2
Estimate, ads (benchmark-based, not calibrated per app)
Total
$4
In-app + ads
Google Play only. Downloads from daily Top free ranks (or the store's install count); in-app revenue from Top grossing ranks, calibrated on AppTweak's US estimates, or else from downloads; ads from public ad benchmarks. Not reported figures.