A brick breaker built for one thumb and a portrait screen.
Drag anywhere along the bottom - the paddle comes to your thumb, not the other way round. Everything else is aim, angle and nerve.
120 HAND-BUILT LEVELS
Six worlds, each with its own look, its own soundtrack and its own idea of what a wall should do. Neon Dawn opens gently. The Abyss does not. Every level was placed by hand, not generated - the difficulty curve is a designed thing.
TWELVE KINDS OF BRICK
Armoured, reinforced and steel take more than one hit. Explosive clears its neighbours. Phase, teleport and mirror do not stay where you left them. Regen repairs itself if you are slow. Adaptive learns. Every type reads by its face marking as well as its colour, so the wall stays legible in greyscale and to colour-blind players.
FIVE BOSSES
One closes each world after the first. They have phases, they vent, and they punish patience differently from how they punish haste.
EIGHT POWER-UPS
Multiball, wide paddle, laser, sticky, slow motion, fireball, shield, magnet. They drop less often as the worlds get harder, and in the last world they stop dropping at all.
A SOUNDTRACK IN ONE KEY
Every sound in the game is synthesised and written in A minor pentatonic, so a long combo run plays as a musical phrase instead of a pile-up, and nothing you do can clash with the music underneath it.
ECHO
An operator who talks to you when there is something worth saying, and stays quiet when there is not.
PLAYS OFFLINE
No connection required. No energy timers. No lives to wait for or buy.
COSMETICS
Paddle and ball skins earned with in-game currency. They change how the game looks, never how it plays.
Break the wall. Six worlds, 120 levels, one thumb. No timers, no lives to buy.