The ball never stops bouncing. Everything else — the modes, the medals, the Gems — grows out of one question: when do you tap?
Tap · Amp · Survive
You never make the ball bounce — it does that on its own. You control the timing and the direction.
The objective
Every level ends at a gate, and the gate starts closed.
Stars are the pickups scattered through a level — some on the obvious line, some tucked into the route only a brave player takes. Collect every star in the level and the end gate swings open. The count varies per level, and the HUD tracks it. Bounce into the open gate to finish.
Gems are the game's currency, and they have nothing to do with stars. You never find them in a level — you earn them by finishing things, and spend them on ball cosmetics. Full breakdown below →
Chasing the clock
Clearing a level is the start. Every level also carries three fixed time targets — the same targets for everyone.
Once you've set a best time on a level, a translucent replay of that run races alongside you on every retry. It's the most honest coach in the game — you can see exactly where you lost the second.
Game Center boards run per level, per Speedrun area, for Boss Rush and per boss. Five achievements track the milestones: first clear, first gold, campaign clear, gold on every level, and a global top-3 finish. All optional — the game is fully playable offline.
Seven ways to play
One ball, one physics engine, seven very different reasons to keep bouncing. Only the Campaign unlocks content — every other mode reads that progress and leaves it alone.
The spine. Bounce across a world map of themed zones, unlocking new levels one perfect run at a time. Clearing a level opens the next; clearing a whole area opens the area beyond it — and that area's Speedrun. Four boss gates stand between the zones.
Always availableReplay any level you've already unlocked and chase the clock — beat your best, earn medals, climb the leaderboards. Nothing here advances the campaign; it's pure practice and score chase.
Per level, once the campaign unlocks itCleared an area? Race every one of its levels back-to-back against a single clock, for an area best time and its own leaderboard. One run, no breaks.
Per area, once it's fully clearedA fresh hand-built level every day, with a streak counter that only survives if you keep showing up. Completely independent of campaign progress — it's playable from your very first day. The first completion each day also pays a Gem.
Always availableA curated set of levels played with a crushing wall advancing behind you. It kills on contact and never slows down, so hesitation is fatal — a red vignette pulses faster as the gap closes. Clear one level to open the next in the set.
Always availableEvery boss in the game, back-to-back, on a single life. Each boss patrols overhead with a swinging saw below it — the saw is the only lethal part. Amp up into the body six times to bring it down, and it speeds up with every hit you land.
Beat the final boss · full unlockTwo bonus campaigns that replay familiar levels with an entirely different ball. The Trick quest runs 22 steps, the Volt quest 12, each on its own painted map with sequential unlocks and four boss fights woven in. Progress here is completely separate — it never touches your campaign, medals or leaderboards.
Beat the final boss · full unlockNot a mode so much as a workshop. Place every element by hand — platforms, spikes, lava, saws, conveyors, moving platforms, stars and the goal — angle them, set patrol rails, pick the sky and cover art, test instantly, and keep eight levels in progress. Your levels play exactly like campaign levels.
Included with the full unlockThe economy
Gems are earned, never bought. There is no Gem IAP, no ads to watch, and nothing you buy with them affects how the ball plays — they exist purely so playing well makes your ball look better.
| What you do | Gems | How often |
|---|---|---|
| Finish the Daily Challenge | +1 💎 | First completion each day — replays don't pay |
| Beat a boss for the first time | +5 💎 | Once per boss |
| Beat the Gargoyle (the final boss) | +10 💎 | Once |
| Finish a Boss Rush | +5 💎 | Once |
| Complete a side quest | +10 💎 | Once per quest — Trick and Volt each pay |
Everything lives on one screen — Customize, reached from the title screen. It's the shop and the wardrobe at once: items you own equip on the spot, items you don't show their price and buy inline, and a live preview of the real ball updates as you go. Five cosmetic axes, priced from free to 12 💎:
Recolour the ball itself — orange, cyan, red, pink, white and more. 0–8 💎
Fourteen styles trailing behind you: bubbles, dust, sparkles, stars, snow, pixels, leaves, hearts, notes, ribbon, fire, lightning, comet. 0–10 💎
Tint the trail to the zone, to your skin, to a fixed colour, or let it cycle through a rainbow. 0–10 💎
A soft halo around the ball — warm, cool, gold, electric, pulsing or rainbow. 0–12 💎
What happens where the ball lands: a shockwave ring, a sparkle burst, stars, a splash, or a full radiance. 0–8 💎
The ball skins themselves also live here, grouped by ball type. Everything you buy is yours permanently — you're never charged twice.
The reward balls
Two special balls with genuinely different physics — not skins. Finish the campaign by beating the final boss, the Gargoyle, and with the full version they're yours. Equip either one any time from Customize.
A lower floor bounce plus a mid-air double-bounce. It rewrites the rhythm of every level you already know — lines that were impossible open up, and lines you had memorised stop working.
Hold to charge, release near the floor to launch. Instead of reading the bounce, you're managing a charge — a completely different kind of timing pressure, with its own charge ring on the ball.
However you play
One universal app across iPhone, iPad and Mac. Pick up whatever's in front of you.
| Input | How it works |
|---|---|
| 👆 Touch | Hold the left or right half of the screen to move and steer. The press itself is the amp. |
| ⌨️ Keyboard | ← / A and → / D move · Enter confirm · Esc pause · R restart · M map |
| 🎮 Controller | Stick, D-pad or L2 / R2 move · A confirm · B back · Menu pause |
iPhone, iPad & Mac · iOS 17+ / macOS · free to play · no ads.
Download on the App Store