Spawner Mode
Balls multiply on every wall hit until the screen fills — high-energy chain-reaction runs.
What Spawner Mode Does
Spawner mode is about multiplication. You start with a couple of balls, and every time one hits a boundary it spawns more. The result is a chain reaction that builds from a calm start into a screen full of colorful bouncing balls — a very satisfying "from one to hundreds" arc.

Spawner mode — balls multiply on every wall hit.
How the Multiplication Works
Each boundary collision can fire new balls into the simulation. You control the multiplier rate (how many spawn per hit), the speed acceleration as the run progresses, and the collision sounds. Because growth is exponential, small changes to the multiplier dramatically change how fast the screen fills.
- Starts with a small number of balls (typically 2)
- Multiplier rate — balls created per boundary hit
- Speed acceleration — the run gets faster over time
- Collision sounds — audio on every spawn/impact
Keeping It Smooth
Spawner runs can reach very high ball counts, which is the most demanding thing you can do to the engine. If the frame rate drops as the screen fills, lower the multiplier rate or the maximum ball count, and turn on Performance Mode in the Optimization sub-tab. The Troubleshooting guides cover device tuning for heavy runs.
Lower the gravity while using a high spawn rate to get a weightless "floating nebula" of balls instead of a pile at the bottom.
Making It Watchable
The payoff of a Spawner run is the crescendo — keep the early section short so viewers reach the chaotic peak quickly, and time your audio so the busiest moment lands on a beat. Bright, varied ball colors make the multiplication read clearly on a small screen.