A fruit, a line on its skin, and one strip of peel. Don't tear it.
Put your thumb on the tab and pull. Stray off the line, or pull faster than the peel will come away, and the tension meter climbs — let it reach the top and the strip tears. Sixty seconds a round, or until you tear three.
WHAT YOUR THUMB IS DOING
• Follow the line — the meter climbs while you are off it
• Pull steadily; a yank counts as much as a wobble
• A clean peel is 100 points, 50 more for never wobbling
• Tear a strip and you keep whatever came away
• Two clean peels in a row steps your multiplier, to 5x
Resting is safe: lift your thumb and the tension bleeds off — the clock is what charges you for it. Five seconds to learn, a long time to be good at.
A HUNDRED FRUITS, AND THEY DO NOT REPEAT
Every fruit has its own shape, colour and line. A lemon has points on its ends, a raspberry is a cluster, a dragonfruit has fins, a melon its netting.
WHERE IT GETS HARD
Nine stretches, each asking for something the one before it did not.
Tracing comes first: curves, waves, zigzags, spirals, then tough rind that comes away slower, then a figure-eight that crosses itself, then two strips on one fruit and three. Take them in order — tearing one loses the lot.
Then the fruit turns while you peel, so the line has moved by the time your thumb arrives. Then the lines cross themselves — a ripple, a clover, a double spiral, a pretzel. Then the turn reverses, so the moment it stops is the moment to pull. Then it slides around while it turns.
Halfway up, the game turns on you. Some rind is already lifting, and letting it sit ruins it: bright stretches must be pulled fast. Fifty rungs taught you to be careful; here you are asked to stop.
Then the dotted line shows only the next stretch, so you can no longer plan a strip before starting it. Then the tough patches slide along the path as you peel. The last fourteen rungs have all of it at once.
A TRAIL, NOT A LIST
The hundred sit on a map winding down the screen in nine groves, lit as far as you have got. It opens where you are, so you can see what is next and what is a long way off.
STARS
Beating a level's target is one star. Two more are for beating it well — 300 across the ladder, and the last of them are hard. A level you have cleared still has something left in it.
ONE FRUIT A DAY, THE SAME FOR EVERYONE
Generated from the date: the same fruit, line and target for everyone, everywhere, all day. Clear it and your streak grows; miss a day and it starts again. Play as often as you like — the day's best counts. A four-week calendar keeps its shape.
NO CLOCK
Endless has no timer and no target. It tightens, adds tough patches, extra strips, then a turn, and walks the fruits as it goes, until you tear three.
TOKENS ON THE LINE
A glowing token sits partway along some strips. Peel through it and it switches on: a wider line, a faster pull, a quicker recovery, a softer stray penalty, or a shield that saves your next tear. Earned by peeling well.
THE PEEL JOURNAL
A page for every fruit you have met: what you peeled, what you tore, your best round on it. Never tear a strip off one and it is marked Never Torn — which lapses the moment you do, and cannot be earned back.
TWENTY-TWO BADGES
Your first clean peel, ten in a row without a wobble, a fruit you have never torn, two minutes in Endless — and one for each thing the game learns to do: the tangles, the reversal, the drift, the rush, the hidden line, the sliding rind.
One thumb, and nothing to read. A five-step walkthrough teaches it on real fruit, one new thing at a time, with nothing scored and no way to fail. Pause any time; a phone call will not cost you your round. Phones and tablets.
FREE, WITH NO PURCHASES
No in-app purchases, no coins, no shop, no rewarded videos, no sign-up. One small banner outside of gameplay, never an ad over the fruit while you peel. Your scores, badges and streak stay on the device. There is no account.
Trace the line, pull the peel, and get the whole strip off in one piece.