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.
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.
A look inside
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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.