The song is the script. The engine places the bounces so the physics performs the melody note by note.
Simulation modes
Available now
Nested rotating rings, one gap each, and a ball trying to find its way out. Suspense is the entire product.
The trail never fades. The ball is a pen, the canvas keeps every stroke, and the finished drawing is the payoff.
One ball becomes hundreds, and the arena fills a little more every second. Everything on this page is specific to that mechanic.
The ball is trapped by its own history. Every bounce leaves an obstacle, so the arena gets harder as the run continues.
A rotating spiral tunnel packed with box targets. Balls are thrown in, driven inward, and clear the track on the way.
A glass spiral built from real cells, cracked and cleared one impact at a time.
One ball falls down a tower of identical glass plates, and each bounce punches through twice as many as the last before rebounding all the way back to the top.
Country flags bounce inside a ring, each one holding a fan of strings. A ball that touches another flag’s string cuts it, and the last flag still holding a string wins.
Wave 3D
3DA 3D grid rippling in waves
A 3D grid of spheres or cylinders that rises and ripples in waves. You control the formation, layout, harmonics, impact sounds and lighting.
A marble descends a 3D course whose every platform is part of a real instrument, such as a piano key, a xylophone bar or an organ pipe, so it plays the instrument you are hearing.
32 more modes, and you pick the order
A ball grows inside a ring while the track holds back, a face keeps flashing behind it, and the moment the ball is big enough the beat drops and the face stays.
A marble falls down a course of platforms, and the course was built backwards from your song so that every landing is a note.
Named, coloured fighters carry orbiting weapons and cut each other down until one is left, with HP bars, damage numbers and a finisher on the KO.
Named racers drop down a long obstacle track with a live leaderboard, and only whoever is currently leading gets to play the song.
One ball, a screen full of targets, and a counter asking whether it can light up every last one.
Sand, water, oil, fire, plant and stone pour into the arena and react with each other until the whole thing fills.
A staggered peg board over a row of scoring bins, run either as a named race everyone can bet on or as a continuous satisfying rain.
The ball keeps changing colour and can only break bricks that match it right now, so every approach is a question of timing.
Two teams hold a stash, a prize wheel decides what happens to it, and the first silo to fill past the win line takes the match.
Named marbles are trapped in a shaft of staggered platforms while a hazard climbs a step every bar. Touch it and you are out.
One ball rolls through x1 to x4 multiplier gates until hundreds of balls flood the arena and smash a giant pane of glass.
Rods pivoting about one point at slightly different speeds, drifting from a line into a wave, a spiral and a full bloom, then snapping back into line.
Thousands of balls pour into a glass room on the beat until the pile reaches the fill line, and then the glass gives way.
A pressure soft body that wobbles, compresses and splats inside a glass container, with an optional challenge asking whether it will fit through the hole.
A chrome ball with its weight written on screen drops onto a structure of thousands of cubes, and it gets heavier every round.
Around fifty spinning coins rising to a scream and then stopping dead, one at a time, in the order the formation asks for.
A knife takes one piece and splits it in two on every note, so the board fills by doubling with real cut faces on every piece.
Mixed-colour balls tumbling in a slowly rotating drum that separate themselves into clean colour bands, over and over.
A real plinko machine leaning back on its stand, where every peg hit plays the next note so the descent arpeggiates your melody.
Sand on a vibrating plate collecting along the lines that are not moving, so the pattern is a picture of the note being played.
Cubes assembling a recognisable artwork a chunk per beat, or blooming and collapsing as slow-motion fireworks made of voxels.
Thousands of metal balls clump, get carried by a magnetic field, and rain down in a metallic clatter when it switches off, harder every cycle.
A chain reaction sweeping along a spiral, a heart, a star or a branching tree, ending with a domino the size of a grain of rice toppling a slab taller than the camera.
Named marbles racing down a descending 3D track with a live leaderboard, where only the leader gets to play the melody.
Tens of thousands of GPU particles tracing a strange attractor: a cloud that never repeats itself and never leaves its own silhouette.
Tens of thousands of particles sliding through a divergence-free noise field, so they drift like smoke and never clump or drain away.
Liquid metal blobs that stretch toward each other, merge into one surface, and pull apart again, drawn per pixel rather than as a mesh.
A cloud of stars collapsing under gravity into a flattened spinning disc with spiral arms, with new mass injected on the drop.
Tens of thousands of oscillators blinking in chaos until the coupling crosses a threshold and the whole swarm snaps into unison on the beat.
A magnetic pendulum swings over three magnets and settles on one of them. Guess which. Then the camera zooms into the fractal that answers it.
Hundreds of thousands of agents following one local rule, building a pulsing vein network that has to reach every food node before it starves.
Several thousand individually simulated people trying to get out of a hall before the clock runs out, jamming the doorways exactly as real crowds do.
