CUT THE FIELD DOWN UNTIL EVERY BALL STANDS ALONE.
A wall-building puzzle with one rule and no clock. Balls ricochet around a neon arena. Tap and a wall starts growing from that point in both directions at once. If it reaches both ends, the field is partitioned and whatever is on each side is stuck there. Isolate every ball in a space of its own and the level is yours. The next level adds another ball.
THE BUDGET IS THE PRESSURE, NOT A CLOCK
• Level one is two balls and five walls. Every level after that adds a ball, and a wasted wall is felt for the rest of the level.
• There is no move timer and no countdown running the level. Each level opens with a generous window of thinking time, and every wall that isolates a ball or reclaims empty ground pushes that window further out. Play well and you never reach the end of it.
• A ball that touches a wall WHILE IT IS STILL GROWING destroys it. You lose the wall. You do not lose a life — there are no lives here. The wall was the cost, and that is the whole lesson.
AND IF YOU STOP PLAYING, THE FIELD BILLS YOU
Let that window run all the way out doing nothing and OVERTIME starts. The field takes a wall off you every couple of seconds, and the gap between those gets shorter. A stalled run resolves instead of sitting there forever. An engaged one never sees it.
THE SCORING IS THE GAME
• Isolating a ball pays 250 x the level number, multiplied by your chain.
• Cut two or three loose with a single wall and DOUBLE SPLIT and TRIPLE SPLIT pay a bonus on top of that. Setting up one wall that does the work of three is the highest-scoring thing in the game.
• Productive walls build a chain up to x9. A wall that accomplishes nothing resets it to x1.
• Reclaiming empty ground pays too, so a tidy carve is worth more than a lucky one.
• Clearing a level pays 1,000 x the level, plus 250 for every wall you did not have to spend, plus what is left of your thinking window.
IT GETS FASTER AND TIGHTER
The balls gain speed every level up to a hard ceiling, so deep levels are decided by placement rather than reflexes. And the arena gets crowded: crowd two balls into a space too small to ever split again and the run ends honestly, right there, instead of running on unwinnable.
CONTROLS
Tap where you want the wall. Drag before you lift your thumb to choose horizontal or vertical, or hit the TAP TO FLIP toggle under the field. The preview shows exactly how far the wall will reach before you commit, and an illegal placement is refused rather than silently wasted. One thumb, no buttons to fumble.
A REAL OFFLINE PUZZLE GAME
• Fully offline. No account, no sign-in, no internet needed. It plays the same in airplane mode as it does on fibre.
• No paywall. Nothing in the game is locked behind a purchase.
• No energy meter, no lives timer, no waiting to play again. The run ends, the next one starts.
• Your personal top ten scores, kept on your device.
• A daily challenge with a streak that pays coins, tracked on your device — no account, no server.
WHAT YOU UNLOCK
• 272 vector cosmetics across six tabs — spheres, walls, backgrounds, scenes, screen modifiers and soundtracks
• 20 unlockable chiptune soundtracks, each with a preview before you spend a coin
• Coins come from every split and every level cleared, so a good run actually buys something
If you have been hunting for an offline puzzle game that respects your time, does not ask for a login and has no timer bullying you, this is one. Free to play with ads and optional in-app purchases. Optional rewarded video: watch one to continue a run or top up coins. Always your choice, never forced. The one-time VIP Arcade Pass removes interstitial ads, doubles the coins you earn, and pays a 25,000-coin bonus.
Draw walls, trap the balls. An offline puzzle game. No wifi, no sign-in.