Out now on iOS

Smash. Build.
Survive the rings.

One ball · infinite rings · one thumb.

A single ball is trapped at the center of closing, rotating rings. The only way out is through. Pick cards every level, stack synergies, push deeper. Sixty hand-tuned campaign stages, then infinite mode forever.

What's inside

A roguelite you can play with one finger

Card-based runs, deep meta progression, and a fairness manifesto we actually keep.

Closing rings

Hand-tuned arenas with shrinking, rotating rings — plus storms, blackholes, missiles, time bombs.

Card-based runs

Pick from a deck every level: shockwave, freeze, fireball, orbital saws, lifesteal, crit. Synergies stack.

Meta upgrades

Spend gems in the workshop on permanent boosts: damage, crit, gold, escape window, revives.

Idle earnings

Coins keep stacking while you're away. Open for thirty seconds, claim, run a stage, leave.

Sixty stages, then infinite

Story campaign of 60 hand-tuned stages. Beat them, then chase scores in Infinite mode.

Cosmetics, not pay-to-win

Skins, trails, boosts. Style only — no buying power, no progress gates.

In motion

A look inside

Drag, swipe, or scroll →

Core gameplay loop — ball bouncing inside rings
Multi-pop combo destroying rings
Level-up card pick
Stage select map
Trophy and achievement screen
Idle earnings screen
Infinite mode
Fair-by-design

No dark patterns. We mean it.

We were tired of mobile games that hold their content hostage behind ads, energy timers, and subscriptions. Bouncr does none of that.

  • No forced ads. Watch one if you want a revive or 2× gems — that's it.
  • No subscriptions. Ever.
  • No energy timers. Play as much as you want.
  • No coin gates that wall the game off. Beat it for $0.
  • One-time IAPs only — for impatient players, not gatekept content.
  • Made by a tiny indie team. Email us — we read everything.