Temple Run 2Race through temples, zip lines, and mine shafts in Temple Run 2 — swipe to jump, slide, and turn while outrunning a demon on your heels.
Temple Run 2
Temple Run 2 is Imangi Studios’ 2013 follow-up to the original Temple Run, keeping the same core premise — you’ve grabbed an idol from a demon-guarded temple and now something enormous is chasing you through it. Your character runs automatically; your job is to survive whatever the path throws at you: gaps to jump, barriers to slide under, sharp forks, and mine shafts where the walls close in. The game has no finish line. Distance is the only score that matters.
What TR2 added over the original is variety in the path itself. Zip lines change the rhythm briefly, mine cart sections tilt the track at odd angles, and multiple distinct environments replace the single repeating jungle. Coins sit along nearly every straight, usually near the edges where grabbing them carries real risk. Power-ups give you breathing room — the coin magnet sweeps nearby currency automatically, the shield absorbs one hit, and the boost spikes your speed and score multiplier for a few seconds. Spending saved coins to upgrade these is most of what happens between runs.
Controls
- Swipe up / Up arrow — Jump over gaps and barriers
- Swipe down / Down arrow — Slide under low obstacles
- Swipe left or right / Left or right arrow — Turn at path forks
- Tilt (mobile) — Drift within the lane to steer toward coins or away from hazards
Tips
- Upgrade coin magnet first. Even at level 1 it widens your collection radius enough to safely take coin rows you’d otherwise need to line up precisely for.
- Swipe turns early. The game reads the gesture before your character reaches a fork, so commit when you see the split — not when you arrive at it. Late swipes at forks usually end runs.
- Save gems for high-distance revives. Spending one to revive at 300m wastes it. Using one at 2,500m when you’re mid-objective streak is worth it.
- Re-center before mine shafts. The lane narrows and obstacles accelerate in those sections. Get to the middle on entry and slow your swipe timing — the rhythm that works on open paths tends to overshoot in tight ones.
Runs at the start take two to five minutes; with upgrades and practice they extend considerably. The objective system always gives you something concrete to chase even when raw distance isn’t climbing yet.





























