Satisfying ball physics, made for TikTok.
Tune the physics, pick one of 41 modes and play with every setting – free, in your browser, no account. Export the vertical clip, ready to post – Pro removes the watermark.
Playing and exporting are free – with a watermark. Pro removes it, from $6.99 a month. See pricing
- Modes
- 41
- Export
- 1080×1920
- Playing
- Free
Daily challenge
Today's challenge
One mode and one seed a day – the same for everyone. Press play, watch how today's run unfolds, then send the challenge to a friend.
Game Modes
41 formats – escape rings, rhythm machines, duels and journeys. Pick one and it opens in the studio, ready to run.
Escape modes

Classic
A ball bounces inside concentric rings that each have a single gap. Every wall it slips through breaks with a satisfying effect. Simple, hypnotic and endlessly rewatchable. Make the exits jump, flee or shrink (Exit Behaviour), or let every hit leave a solid splat of paint (Splat Barrier).

Accumulation
The ball has a few seconds to escape before it freezes where it is. Every frozen ball becomes an obstacle for the next one. Will the last ball make it out? Make the exits jump, flee or shrink (Exit Behaviour), or let every hit leave a solid splat of paint (Splat Barrier).

Multiply
Each time a ball escapes the ring it spawns extra balls. The arena fills with bouncing chaos within seconds, which makes for explosive, shareable clips. Make the exits jump, flee or shrink (Exit Behaviour), or let every hit leave a solid splat of paint (Splat Barrier).

Lines
Every bounce point is connected to the ball by a line, so the run slowly draws intricate string art as the ball ricochets around the circle. With the Splat Barrier on, every wall hit leaves a solid splat of paint.

Paint
The ball paints a rainbow trail wherever it goes, gradually colouring the whole circle while a live percentage counter tracks the coverage. With the Splat Barrier on, every wall hit leaves a solid splat of paint.

Target
Numbered segments line the wall and must be hit in order. Every correct hit triggers a wall-break effect; wrong hits flash red. With the Splat Barrier on, every wall hit leaves a solid splat of paint.

Grow
The ball is sealed inside one large ring and grows a little with every bounce, filling more and more of the space until there is nowhere left to go. With the Splat Barrier on, every bounce leaves a splat of paint on the ring.

Shatter
Every wall is made of segments with hit points. Each bounce cracks a segment and enough hits shatter it. Clear a path through every wall to escape.

Color Match
The wall is split into coloured segments and the ball changes colour on every bounce. A segment only breaks when the colours match. Clear them all to escape.

Portal
Colour-matched portal pairs sit on the wall. Touch one and the ball teleports to its twin. After enough uses the portals burn out and become exits. With the Splat Barrier on, every wall hit leaves a solid splat of paint.

Colour Sort
360 balls in four colours start packed in the core of a bullseye of turning rings; every ring's gates open only outwards and never for the ring's own colour, so the balls sort themselves into their bands – then they mix again and the loop starts over.

Conveyor Belt
Gerald respawns every 3 seconds: a conveyor belt across the top carries ball after ball out of a hatch and drops it into the arena below – concentric rings to escape, a bowl that fills up, or a peg field over bins. Every bounce is a note, the belt hums and clicks, and a counter keeps score: Loaded 17 / Escaped 4.

Power Layers
It starts tiny and gets out of control: a white ball bounces between a glowing ceiling and a stack of up to 800 rainbow layers, and every hit destroys as many layers as the power – which then doubles (or follows Fibonacci, the primes, +1, or pure chaos). A new note every level, until the last layer shatters and the ball falls to freedom.

Multipliers
Gerald uses the multipliers to get home: balls fall through rows of gates – x2, x3 and x5 clone them, x2 SPEED, x1.5 SIZE and x2 DMG stack with no cap, ÷2 takes half away and release doors let them through in bursts – past bumpers and blockers, while a live counter shows how many make it home.
Rhythm & polyrhythm modes

Ball Drop
Balls of different sizes and weights rain down through rows of pegs and bars, and every hit plays a note pitched by the ball's size. Different gravities fall out of step and the run writes its own polyrhythm.

Bouncing Shapes
Squares, circles or DVD-style logos glide through a box at constant speed and every wall hit plays the next note. Big numbers count down with each bounce, logos at speeds in 2:3 or 3:4:5 ratios weave polyrhythms, and a corner hit is the accent everyone waits for.

Pendulum Wave
Pendulums tuned so each one swings once more per cycle than the last: the row drifts into travelling waves, splits into groups and snaps back in line every cycle, every crossing a note. Row, arc, circle, galaxy, sliding or bouncing – and a phasing mode that never quite realigns.

Spinning Hoops
Rainbow hoops spin faster and faster about their vertical axis, a bead on each. Past each hoop's critical speed the bottom stops being the lowest place and its bead climbs – the biggest hoop's first, one hoop at a time – every lift a tuned bar note; then the spin comes back down and the loop starts over.

Focus Shot
An elliptical pool: a volley of rainbow balls fired from one focus bounces off the wall and passes through the other focus all at once, every pass – while the swarm collapses onto the long axis.

Metronomes & Polyrhythms
Up to 400 voices tick at their own tempos – dots orbiting rings in 3:4:5, dots sliding across a circle, a grid of metronomes phasing apart, a spiral – and every tick is a note. They drift into polyrhythms and snap back in phase with a flash and a chord.

Bouncing Orbs
Thousands of glossy orbs on a slab, each bouncing straight up and down on its own spot forever – 1089, 1936 or 4900 of them. Their tempos vary smoothly across the field, so the whole set rises from a corner, funnels into the centre or ripples in rings, falls into phase at the end of every cycle and dissolves again – polyrhythms on a metronome, every landing a soft note.

Collision Playground
Hundreds of varied orbs collide in a circle or a box and every collision plays a soft note pitched by size. Make them squishy, drop them in sync, switch the collisions off mid-run or put lollipops on a ring.

Chord Stars
Balls ride inside one circle, each drawing a star polygon such as 5/2 or 7/3 – every bounce keeps its angle, so the lines ring an inner circle nobody drew – and every star closes on the same frame with a chord, then the drawing fades and loops.

Circle Illusion
Balls sliding on straight lines that secretly roll a circle, rings of bouncing balls rippling in spirals, circles bouncing inside circles with wobbly walls, and balls painting the arena until only a hidden picture stays white – every touch is a note.

Square Battle Royale
Up to 20 squares with health bars bounce around a box or a circle and smash into each other: the faster square deals the damage, hit squares flash and shrink, and at zero HP they explode with a KO. A shrinking safe zone and heal, shield and speed power-ups keep it tense until the last square standing wins.

Capture the Flag
Two teams of bouncing squares and a base with a flag at each end: touch the enemy flag to carry it, bring it home to score – get tackled on the way and the flag drops where you are. First to the target score, or the better score when the clip ends, wins, with a goal fanfare for every capture.

Fight League
Characters from games, comics, shows and movies duel as balls with their own weapons – swords sweep, hammers fly and come back, guns and wands fire – and every fighter's ability charges up and fires by itself. HP inside the ball; the last one standing wins: Thor vs Loki, Captain Falcon vs Little Mac, Yuumi vs Katarina…

Beat Runner
A Geometry Dash-style square runs under a scrolling camera; spikes, pits and blocks sit on the beat of your song, and every real-gravity jump lands exactly on a beat and plays the next note. Auto jump never fails – or play it yourself with Space.

Paddle Keep-Up
Keep the ball up with a platform that slides left and right: every catch is a note, off-centre hits send it sideways with spin, off the walls and the ceiling – until the misses run out and it is game over.

Beat Drop
A ball drops onto planks, blocks, springs, wedges, spinning bars and drum pads that fly in from off-screen just before each beat – so every single landing hits exactly on the beat, with a kick, a snare or the next note of your song.

Beat Machines
Music machines where every note is a ball landing on the beat: a marble xylophone fed by tubes and a lift, or one ball hopping down an eight-step musical staircase.

Double Pendulum Harp
A chaotic double pendulum swings over a harp: every string a bob crosses is plucked and plays its note, while the last bob paints a long rainbow trail. Add pendulums for the butterfly effect, a third arm for a triple pendulum, or let two pendulums spar – every hit a percussive note.

Square Racing Grand Prix
Racing squares (or marbles) drop down a long track of pegs, funnels, spinners, pinball bumpers, turbo pads, narrow gates and swap zones that trade two racers' places. Live standings, passing callouts, a podium with confetti – and cups that keep F1 points across races.

Bullseye
BULLSEYE!! Balls fly one after another from a launcher at the top, ping through pegs and bumpers and stick where they land on a dartboard lying at the bottom. Every ring scores, every peg plays a note – and a centre hit pops confetti, a fanfare and slow motion.

Sound Vortex
Pew! Balls drop into a whirlpool of sound rings and spiral down to the hole in the middle – every ring they sink past plays the next note, so each ball is a rising glissando and the staggered balls weave arpeggios. At the bottom the hole swallows them with a pew and a splash.

Glass Smash
Gerald is determined to smash all of the glass: he drops down a shaft of glass panes, every landing cracks the pane under him and plays a note, and the last hit shatters it. Stage after stage the glass gets denser and thicker, starts to slide and grows holes – until he rolls through the door marked HOME.
Battle modes

String Battle
Web dominion: every bounce anchors a glowing thread from the ring to the ball, each ball drags a fan of threads, and crossing an enemy's thread cuts it – and costs its owner a life. Numbered lives, a neon moiré style and a finale that gets intense: the last ball standing wins.

Territory
Pong-wars style physics simulation: 2 or 4 teams of bouncing balls paint the tile map their colour, and the live percentage bar tracks who's winning. Vortex VS Bomber – one bounce can flip the board.

Maze Escape
Who else thought that was blood? Balls drop through a red slot into a seeded, green-glowing maze and bounce their way to the exit, painting every corridor they pass red. Every wall hit is a note that climbs as a ball closes in on the way out – the first ball through the exit wins.

Land Claim
Columns of blocks line a square, hexagon or circle arena; colour balls knock the top blocks off, every eighth block spawns another ball, and the most blocks wins – DOMINATION or SUCH A CLOSE BATTLE.
How It Works
Pick a Mode
Choose one of 41 modes: escape rings, rhythm machines, duels and journeys.
Customise Everything
Adjust physics, colours, effects, text overlays and the look of the ball until the clip feels like yours.
Export & Share
Record the run as an MP4 in any resolution, including vertical TikTok format, and post it wherever you like.
