Draw beneath it
The orb is already moving when the level starts. Every line you draw is a surface — the orb leaves it at the angle you gave it, so the shape of the stroke is the whole decision.
One thumb · Landscape · Offline
Draw. Bounce. Beat the level.
You get one line of ink. Spend it well. The orb is already moving when a level starts — draw beneath it and it bounces, draw carelessly and the portal is still out of reach with nothing left to draw with.
The loop
Simple to hold, hard to spend well. Physics, reflexes, and a meter that does not refill mid-level.
The orb is already moving when the level starts. Every line you draw is a surface — the orb leaves it at the angle you gave it, so the shape of the stroke is the whole decision.
The goal never moves. Everything else does. Gravity inverts, zones rewrite the rules the moment the orb crosses them, and hazards stop being things you avoid and start being things you use.
Ink is finite, and a wasted line is not a mistake you fix later — it is ink the portal needed. Clearing a level and clearing it clean are two different problems.
Campaign
Twenty hand-built levels each, and every world breaks a habit the last one taught you.
World 01 20 levels
Frozen switchbacks under a still, starlit sky.
World 02 20 levels
Overgrown ruins swallowed by thick green light.
World 03 20 levels
A crystal shrine at the far end of a moonlit ravine.
World 04 20 levels
Molten channels and falling ember.
World 05 20 levels
Golden heat, and the campaign's last stand.
Five bosses, one at the end of every world. They do not care how fast you are — they punish a lazy line.
Three stars a level. Sixty a world. Three hundred across the campaign.
Endless
Keep the orb off the ground and the combo climbs. Reach a chain of ten and every line costs 30% less for eight seconds.
The corridor keeps accelerating. Your ink does not get cheaper on its own.
Gear
Permanent upgrades you rank up and equip. Two slots to start with, a third once you have bought ten ranks.
Ink Refill, Shield and Slow Time go into any attempt. Rocket Start throws an endless run down the corridor before you have drawn a thing.
The long game
54 orb skins, each with its own trail. 104 badges across campaign, endless and mastery. Daily rewards, challenges and leaderboards.
Every campaign attempt is recorded — watch the replay back, or skip it. And a statistics screen that remembers every run you would rather it forgot.





