In development for iPhone & Android

Endless rounds that get harder, not longer.

Rounds are built on the fly, eleven capsules drop from broken bricks, and the ball is always the brightest thing on screen.

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The hits level off. The pressure doesn’t.

Endless modes usually just get longer. Here a round tops out at about 110 hits by round 16, while the ball keeps speeding up and the bricks get stranger.

Average hits to clear a round, and extra ball speed, by round

Averages over 4,050 layouts from the game’s level-generator test. Rounds 10 and 15 are boss rounds: fewer bricks, plus a boss that takes 20 or more hits.

Show the numbers
RoundRowsBricksToughSteelHitsExplosiveRegrowingSliding rowsBossBall speed

Every round is drawn on the fly.

Ten mirrored shapes, four colour schemes and the difficulty curve decide each layout. In the game, every layout is checked so every breakable brick can be reached.

    Drawn in your browser by a port of the game’s round generator.

    Every brick tells you what it is.

    Dots, rivets and symbols carry the meaning, and neighbouring bands alternate light and dark. Switch the colour off and the field still reads.

    Plain

    One hit. Light and dark bands alternate so rows never blur together.

    Round 150 pts

    Tough

    A dot for every hit left. Up to 40% of a round, averaging four hits late on.

    Round 260 pts a hit

    Steel

    Rivets on each end. Never breaks, and fireballs bounce off it.

    Round 4Unbreakable

    Explosive

    A dark body with a spark. Blasts the bricks around it; explosive neighbours go off too.

    Round 680 pts

    Sliding row

    Whole rows sway side to side, up to three at once.

    Round 11Moving

    Regrowing

    A loop arrow. Grows back after 7 s while other bricks remain, so break it last.

    Round 1680 pts

    Boss

    Three bricks wide, two tall, with a health bar. Fireballs can’t smash it.

    Rounds 10, 15, 20…20–50 hits

    Eleven capsules. Two of them are traps.

    Timed power-ups count down in a ring at the top of the field. Catch one again to restart it; opposites cancel out, and everything ends when you lose a life or clear the round.

    In the field

    Four power-ups running at once, each ring counting its seconds down.

    ×5 COMBO

    Bricks broken between paddle touches chain a combo worth up to three times the points, and the break sound climbs a musical scale.

    Every capsule, what it does, how long it lasts and the first round it can drop
    CapsuleWhat it doesLastsFrom
    WIDEWide paddle A wider paddle.15 sRound 1
    ×3Multi-ball Splits every ball into three.InstantRound 1
    SLOWSlow ball The ball at 70% speed.10 sRound 1
    SHIELDShield A barrier under the paddle bounces the ball back.12 sRound 1
    1UPExtra life One more life, up to five. Rare, and likelier when you’re low.InstantRound 1
    LASERLasers The paddle fires twin lasers on its own.10 sRound 2
    CATCHCatch The ball sticks to the paddle; lift your finger to fire it.15 sRound 2
    FIREFireball Smashes straight through bricks, except steel and bosses.8 sRound 3
    WARPWarp Skips straight to the next round. Rare.InstantRound 5
    Hazards: dark, with pointed ends. Dodge them.
    SHRINKSmall paddle A smaller paddle. Cancels WIDE.10 sRound 4
    FASTFast ball The ball at 130% speed. Cancels SLOW.8 sRound 4

    Same five rounds for everyone, every day.

    The Daily Challenge is seeded from the date, so every player gets the same run, starting at round-3 difficulty. Retries are unlimited and today’s best is the one that counts.

    1. 1Like round 34 rows, tough bricks
    2. 2Like round 45 rows, steel arrives
    3. 3Like round 55 rows
    4. 4Like round 66 rows, explosives
    5. 5Like round 76 rows, then done
    • 3 lives for the whole run.
    • Streaks count days in a row; a day isn’t lost until the next one passes.
    • Separate saves, so starting today’s daily never costs you an endless run.
    • Leave mid-run and CONTINUE brings back the same bricks, damage included.
    The end-of-run card from the game: GAME OVER, a score of 1,660 with a New Best badge, and tiles for round 18, 18 bricks and time.
    The end card from the game. Daily runs add today’s best, the streak and COPY RESULT.
    Round 18 in Soft Neon: a navy field, solid muted bricks, a glowing white ball, four countdown rings and a ×5 combo.
    The same round in Retro: a pixel font, 1UP and HI-SCORE counters, striped bevelled bricks and a metal-framed blue field.
    Soft Neon RETRO

    Two looks. Same bricks.

    Soft Neon is the default. Retro is an in-app purchase: an arcade style of our own, not a copy of any particular game. Saved runs work in either.

    PartSoft NeonRETRO
    TypeExo 2 and DM SansPress Start 2P pixels
    HUDScore, round, best1UP, HI-SCORE, zero-padded
    BricksSolid, muted, soft shineBevelled and striped
    FieldNavy panel, faint gridMetal frame, CRT scanlines
    MusicCalm synthwave, 100 BPMChiptune
    SoundsSoft synthSquare wave
    PriceIncludedIn-app purchase

    Easy on the eyes, kind to thumbs.

    The ball is always the brightest thing on screen; bricks are solid and muted, with no glow. New bricks, the first capsule and the first hazard each get one short tip, once.

    • Sound and musicOne switch mutes both; music has its own volume. On iPhone the ringer switch mutes the game.
    • HapticsOn their own switch, separate from sound.
    • Reduce motion and paddle sensitivityTurn off screen shake and rising score text; set how far the paddle travels per swipe.
    • Colour-blind cuesDots, rivets, symbols and labelled capsules; hazards are dark with pointed ends.
    The game's Settings card: Sound and Haptics switches on, Reduce motion off, and sliders for music volume and paddle sensitivity.

    Built with care, tested like it

    layouts generated and checked on every test run. Unreachable bricks: none.
    4,050
    ball movement on iPhone, with physics interpolation between ticks.
    120 fps
    sound files for effects: every one is synthesised in code, and the music is composed in code.
    0
    automated test suites, from save-and-resume to the Daily Challenge.
    8

    Round 1 is three rows. Round 81 is not.

    Play the demo

    Coming to iPhone and Android.