How to play
Drag to aim, release to drop. That's the whole control scheme. Everything else is about where you put things.
The basics
- A body waits above the jar. Drag left or right to aim it, then let go.
- When two identical bodies touch, they merge into the next one in the chain and you score points.
- The jar is full when a resting body sits above the dashed line for about a second and a half. A body that is still bouncing doesn't count.
- Merges that happen within a second of each other chain into a combo, and each link in the chain multiplies the points.
The chain
Eleven bodies, each larger than the last. Only the first five ever fall from the top; everything above that you have to make. Two Supergiants that touch annihilate for a large bonus and free up the jar.
| Body | Size | Merge points |
|---|---|---|
| 1. Dust | 32 px | — |
| 2. Pebble | 44 px | 3 |
| 3. Asteroid | 56 px | 6 |
| 4. Comet | 72 px | 10 |
| 5. Moon | 92 px | 15 |
| 6. Planet | 116 px | 21 |
| 7. Gas Giant | 144 px | 28 |
| 8. Brown Dwarf | 176 px | 36 |
| 9. Star | 212 px | 45 |
| 10. Red Giant | 252 px | 55 |
| 11. Supergiant | 296 px | 66 |
Modes
| Endless | Fill the jar. One score, unlimited attempts. The ghost line on the jar wall marks your best run's high-water mark. |
| Daily Jar | Everyone in the world gets the same sequence of bodies today, with the same three abilities at the same moments. One attempt. Resets at midnight UTC. |
| Blitz | Ninety seconds on the clock and a much faster drop rate. Score as much as you can before time runs out. |
| Target | Reach a Star in the fewest drops. Same jar for everyone each day, unlimited attempts, lowest drop count wins. |
| Zen | No overflow. Bodies that settle above the rim drift off into space instead of ending the run. |
| Weekly | Endless with one mutator for the whole week: a narrow jar, low gravity, only the smallest bodies, only the big ones, or a frictionless surface. Your best score for the week counts. |
Abilities
You can hold one ability at a time. They are earned, never bought: a three-merge chain grants a Solar Flare, a five-merge chain a Supernova or a Comet, and reaching a Gas Giant or above for the first time grants a Black Hole. Tap the ability button to use it, or hold it for a description.
| Solar Flare | Burns away every body of the most common small size. |
| Supernova | Detonates your largest body and blasts its neighbours outward. |
| Comet | Your next drop fuses with the first thing it touches, whatever it is. |
| Black Hole | Tap a spot in the jar. Nearby bodies are pulled in and their combined mass collapses into a single larger body. |
| Gravity Wave | Jolts the whole jar so wedged bodies settle. |
| Time Dilation | A few seconds of slow motion for one precise drop. |
Tips
- Keep the big bodies in the corners and the small ones in the middle, so new small drops have somewhere to land and merge.
- Watch the Next preview. If the same body is coming twice, set up the merge before it arrives.
- A Black Hole is strongest late in a run when the jar is crowded with mid-size bodies. It can hand you a size you have never reached.
- In Blitz, stop aiming for perfection. Drops per second matter more than placement.
- Challenge a friend from the results screen. They get your exact jar and see your run as a ghost while they play it.
Controls
Touch: drag and release. Keyboard: arrow keys to aim, space to drop, A for the ability, R to restart, Escape for the menu, M and N to toggle sound effects and music.