A ball drifts across a canyon shaft. Gravity pulls it down. Every tap sends it up. That is the whole game, and it is harder than it sounds.
The shaft never ends and it never stops narrowing. The walls carry bands of crystal that kill on contact, so a clean bounce is worth eight metres and a careless one is worth nothing at all. Behind you, a floor rises and never slows down.
The skill is altitude control: timing your taps so the ball meets the wall exactly where it is bare.
THREE MODES
RISE - Balanced. Both ends bite. Learn the shaft.
GRIND - Easy walls. The floor never stops.
FLURRY - Faster, heavier, and gems are worth more than height.
NINE ZONES
Climb far enough and the canyon changes around you. Desert gives way to Coral Shelf, Ashfall, Glacier, Monsoon, Aurora, Sable, Vapour, and finally the Void. Every zone is a complete repaint - sky, rock, crystal, dust and light.
SIXTEEN BALLS
Every metre earns coins. Spend them on zones or on ball skins, from Pearl and Amber up to Voidglass, Gilt and Nova. No purchases, no currency packs, no timers. You earn everything by playing.
WORLD RANKINGS
Post your best in each mode to a global board and see where you land.
Built for one thumb, one tap, and one more go.
Tap to climb. Bounce the walls, dodge the crystal, outrun the rising floor.