Every shot kicks you back. That's the whole game.
You're down a mine with a pistol and no floor under you. Pull the trigger and the recoil throws you across the chamber — so aiming isn't really about the target, it's about where the kick is going to put you next. Line up the perfect angle, crack the seam, and let the blast carry you to the next one.
ROCK THAT DOESN'T BREAK ITSELF
Every chamber is a wall of rock with its own mix of material. Glass shatters in a couple of rounds and pays almost nothing. Copper takes work and pays properly. Gold, crystal and reinforced rock are the ones you'll be shooting at for a while. Bombs clear whole clusters if you hit them. Crates drop a power-up on the spot.
TWELVE GUNS, ONE LADDER
Start on an 1854 Volcanic and climb. Buy a second gun, then a third — they float beside you and fire when you fire — then merge all three into a single weapon one tier up. Every rung genuinely hits harder: double barrels, tighter groups, rounds that punch through three tiles, rounds that burst on impact. And every gun kicks differently, so a new tier changes how you move, not just how fast the rock goes.
PICK YOUR POWER MID-RUN
Three times a chamber the game stops and offers you a card. Reload faster. Bigger bore. Double the notes on this level. Ricochets, piercing, explosive rounds, extra pellets. They last the rest of the chamber, so the run you're in is never quite the run you planned.
CHAIN IT
Hit the seam without missing and the multiplier climbs. Land a round dead centre and it pays extra. Put one shot through three tiles and the game slows down so you can watch it happen.
BOOSTS WHEN YOU WANT THEM
Double damage. Double notes. A machine gun that empties a burst on a single tap. Try each one free, then extend it when it's earning its keep. Boost timers run on play time only — nothing burns down while you're reading a menu.
THE DAILY LADDER
Seven days, then it repeats. Diamonds, whole chambers' worth of notes, and a golden gun on day seven. Miss a day and you start the ladder again — nothing worse than that.
WHAT IT ISN'T
No energy meter. No timers between chambers. No paywall on the gun ladder: every weapon in the game is bought with notes you earn by playing, and there is nothing to buy with real money.
If you like merge games, idle mining games, block-breaking puzzles and physics shooting games, this sits in the middle of all four — a mining game where the pistol does the digging and the recoil does the moving.
Free to play, funded by ads, with optional rewarded videos when you want a boost or a second chance.
Blowback: Merge Gun Blast — pick an angle, pull the trigger, and let the kick do the rest.
Recoil is your only move. Shoot rock, merge 12 guns, dig deeper for gold.