← Blue Rebound

How to play
Blue Rebound

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

The basics

You never make the ball bounce — it does that on its own. You control the timing and the direction.

1
Move & steerHold the left or right half of the screen to push the ball that way. On Mac, the arrow keys or a controller stick.
2
Press as it lands to amplifyTap right as the ball touches the ground and the bounce launches higher. This is the whole game. Mistime it and you stall at the baseline height.
3
Hold as you rise to go higherKeep the press held on the way up to squeeze extra height out of an amped bounce.
4
Ricochet off wallsPress against a vertical wall to bounce off it and redirect your momentum mid-air. Wall amps are timed presses too, so they keep a chain alive.
5
Chain perfect ampsConsecutive validated amps build a PERFECT ×N combo in the HUD, recolouring as it climbs. A mistimed press, a passive bounce, or a wrecking-ball knock-off resets it. It's pure bragging rights — the combo never changes the physics.
6
Avoid everything sharpSpikes, lava, saw blades, wrecking balls, falling boulders. One touch and the run restarts. Conveyors, trampolines, crumbling platforms and gravity-flip zones bend the rules instead of killing you.
PERFECT runs. Finish a level without a single failed jump — no mistimed press, no wrecking-ball knock-off — and the run is crowned PERFECT with a full-screen celebration. Passive bounces are fine; you don't have to amp everything, you just can't miss.

The objective

Stars open the gate

Every level ends at a gate, and the gate starts closed.

★ Stars

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

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 →

Boss levels are the exception. A boss level has no stars. Its gate opens when the boss goes down.

Chasing the clock

Medals & ghosts

Clearing a level is the start. Every level also carries three fixed time targets — the same targets for everyone.

🥉
BronzeA clean, unhurried clear
🥈
SilverYou know the route
🥇
GoldThe line, executed

Ghost racing

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.

Leaderboards & achievements

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

The game modes

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.

Campaign

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 available

Time Trial

Replay 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 it

Speedrun

Cleared 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 cleared

Daily Challenge

A 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 available

Wall of Death

A 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 available

Boss Rush

Every 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.

Side Quests

Two 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.

Level Editor

Not 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.

The economy

Gems 💎

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.

Earning them

What you doGemsHow 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
The Daily is the only one that keeps giving. Every other earner pays once and only once — a boss you've already beaten won't pay again. A fresh install starts at zero, so the first few cosmetics come one day at a time.

Spending them

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 💎:

🎨 Ball colour

Recolour the ball itself — orange, cyan, red, pink, white and more. 0–8 💎

✨ Trail

Fourteen styles trailing behind you: bubbles, dust, sparkles, stars, snow, pixels, leaves, hearts, notes, ribbon, fire, lightning, comet. 0–10 💎

🌈 Trail colour

Tint the trail to the zone, to your skin, to a fixed colour, or let it cycle through a rainbow. 0–10 💎

💫 Aura

A soft halo around the ball — warm, cool, gold, electric, pulsing or rainbow. 0–12 💎

💥 Bounce effect

What happens where the ball lands: a shockwave ring, a sparkle burst, stars, a splash, or a full radiance. 0–8 💎

🔵 Skins

The ball skins themselves also live here, grouped by ball type. Everything you buy is yours permanently — you're never charged twice.

One thing to know. Cosmetics apply to normal balls only. The Trick and Volt balls have strong built-in looks (and Volt carries its own charge ring), so they always render clean — your items stay owned and equipped, they just don't show while one of those is selected.

The reward balls

Trick & Volt

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.

Trick ball

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.

Volt ball

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.

Each one has its own bonus campaign in Side Quests — familiar levels rebuilt around the ball's new physics.

However you play

Controls

One universal app across iPhone, iPad and Mac. Pick up whatever's in front of you.

InputHow it works
👆 TouchHold 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
🎮 ControllerStick, D-pad or L2 / R2 move · A confirm · B back · Menu pause
This whole guide also lives inside the game — Settings → How to Play.

Now go and bounce.

iPhone, iPad & Mac · iOS 17+ / macOS · free to play · no ads.

Download on the App Store