Pulse Dock is a one-touch timing game about a single moment: the instant the moving pulse enters the marked arc.
Too early or too late costs a heart. Hit the centre and you start a chain — and the chain is where the score lives.
ONE RULE, PLAYED TWO WAYS
• Single circle — one orbit, one thumb, portrait or landscape.
• Dual circles — two orbits, a thumb on each side, portrait or landscape, one shared score and one shared set of hearts.
THE CHAIN COSTS A TURN
The pulse gets two circlings to reach its target before you lose a heart, but only the first one keeps your multiplier. Let it sweep past and the chain is gone, even if you catch it on the way round. Perfect centre hits chain up to x4.00.
PHASES, NOT LEVELS
The first three phases last seven seconds, the next three fourteen, and every phase after that twenty-five. When the time is up, one more dock clears the phase. From phase four, a 3-2-1 countdown lets you rest at the speed of the phase to come, with a small heart to catch as the pulse passes it (two from phase ten), up to five. Hearts are never given, only caught. Each phase is a little faster, and up to phase six its target a little narrower. The outer ring is the clock.
TWIST MODE
Reach phase 10 in Classic to unlock Twist for that board, single or dual: the same phases, speeds and hearts, but each round brings one to three sections, opposite or evenly spread, that must all be hit before the timer runs out, and the whole set drifts along the ring.
RANKS AND EXPERIENCE
Every point you score is a point of lifetime experience, in either mode. Ranks run from Recruit to Commander. Best scores are kept separately for each mode, together with the phase you reached.
OFFLINE, LOCAL, NO ACCOUNT
No account, no connection needed to play. Scores, experience and settings stay on your device and are never uploaded. There is nothing to sign in to.
MADE TO BE READABLE
Sound effects, haptics and decorative motion can each be switched off. Every colour cue carries a number or a shape beside it.
Free, funded by full-screen ads that appear only after a finished run and only when you tap to continue — never during play, during a pause or in a menu. Frequency is capped inside the game.
One tap, one moving pulse. Find the perfect moment, then find it again.