Indie Mobile Game Studio · Est. 2024 · Physics Balance Games
Real gravity and weight simulation. Every object has unique size and weight.
9 daily missions refresh every midnight. Challenge yourself every day.
Earn special titles as you level up and unlock over 30 unique objects.
Use unique power items — Magnet, Shield, ReCall and more — to conquer difficult levels.
Wind, rain and snow add unexpected challenges to keep you on your toes.
Encounter special stages with unique rules as you advance.
25 mini-games, each with its own feel — pick one and jump straight into the tutorial.
32 unique objects — each with different weight and physics
APPLE
AVOCADO
BASEBALL
BASKETBALL
BILLIARD
BOWLING
DONUT
GOLF
MELON
ORANGE
PEACH
PEAR
SOCCER
TABLE TENNIS
TENNIS
TOMATO
VOLLEYBALL
WATERMELON
BEAR
BITCOIN
BUBBLE
CABBAGE
CLOCK
DVD
GLOBE
HAMBURGER
MACARON
MUG
ONION
PIZZA
RED BEAN BUN
STONE
APPLE
AVOCADO
BASEBALL
BASKETBALL
BILLIARD
BOWLING
DONUT
GOLF
MELON
ORANGE
PEACH
PEAR
SOCCER
TABLE TENNIS
TENNIS
TOMATO
VOLLEYBALL
WATERMELON
BEAR
BITCOIN
BUBBLE
CABBAGE
CLOCK
DVD
GLOBE
HAMBURGER
MACARON
MUG
ONION
PIZZA
RED BEAN BUN
STONE
Earn items by watching a rewarded ad. Each item occupies one slot and activates for one round (unless stated otherwise).
10 unique hands, each with its own feel
GRANDPA
GRANDMA
MAN
WOMAN
CHILD
STEEL HAND
ROBOT HAND
STONE HAND
GENIE HAND
WOOD HAND
28 unique objects — from everyday items to towering landmarks
BROOM
TWIG BROOM
CARROT
BASEBALL BAT
GUITAR
SPORTS CAR
CORN DOG
NY HOT DOG
FRIDGE
CANE
GOLF CLUB
FORK
CUCUMBER
EIFFEL TOWER
MOAI
NAMSAN TOWER
KOREAN RADISH
LADDER
SAFE
TOWER OF PISA
SHOVEL
SPOON
STATUE OF LIBERTY
SURFBOARD
TURTLE SHIP
TOILET
UMBRELLA
PALM TREE
GIANT SQUID
SHARK
BALLET DOLL
BACK SCRATCHER
HIGH HEEL
BOWLING PIN
CITY BUS
ELEPHANT
T-REX
BROOM
TWIG BROOM
CARROT
BASEBALL BAT
GUITAR
SPORTS CAR
CORN DOG
NY HOT DOG
FRIDGE
CANE
GOLF CLUB
FORK
CUCUMBER
EIFFEL TOWER
MOAI
NAMSAN TOWER
KOREAN RADISH
LADDER
SAFE
TOWER OF PISA
SHOVEL
SPOON
STATUE OF LIBERTY
SURFBOARD
TURTLE SHIP
TOILET
UMBRELLA
PALM TREE
GIANT SQUID
SHARK
BALLET DOLL
BACK SCRATCHER
HIGH HEEL
BOWLING PIN
CITY BUS
ELEPHANT
T-REX
Earn items by watching a rewarded ad. Each item occupies one slot and activates for one round (unless stated otherwise).
19 objects each with unique weight and size react to the wind.
APPLE
AVOCADO
BASEBALL
BASKETBALL
BILLIARD
BOWLING
DONUT
GOLF
MELON
ORANGE
PEACH
PEAR
PENGUIN
SOCCER
TABLE TENNIS
TENNIS
TOMATO
VOLLEYBALL
WATERMELON
APPLE
AVOCADO
BASEBALL
BASKETBALL
BILLIARD
BOWLING
DONUT
GOLF
MELON
ORANGE
PEACH
PEAR
PENGUIN
SOCCER
TABLE TENNIS
TENNIS
TOMATO
VOLLEYBALL
WATERMELON
From hand fan to jet engine — more powerful fans appear as levels increase.
HAND FAN 1
HAND FAN 2
TRADITIONAL FAN 1
TRADITIONAL FAN 2
HAIR DRYER
JET ENGINE
BLOWER
DESK FAN
6 items to turn the tide in a crisis.
25 animals each with unique weight test your balance skill.
CAT
PUPPY
RABBIT
PENGUIN
PIG
KOALA
MONKEY
PANDA
KANGAROO
DEER
TURTLE
OCTOPUS
EAGLE
HORSE
GIRAFFE
TIGER
LION
COW
CAMEL
BEAR
SHARK
CROC
GORILLA
HIPPO
ELEPHANT
CAT
PUPPY
RABBIT
PENGUIN
PIG
KOALA
MONKEY
PANDA
KANGAROO
DEER
TURTLE
OCTOPUS
EAGLE
HORSE
GIRAFFE
TIGER
LION
COW
CAMEL
BEAR
SHARK
CROC
GORILLA
HIPPO
ELEPHANT
6 items to turn the tide in a crisis.
3 items to help keep the ball in the air.
2 items to help you land the perfect cut.
2 items to help you find the winning numbers faster.
2 items that turn a close call into a save.
Every vehicle brakes differently — watch for the brake lights.
One item that buys you 5 more seconds when the clock runs out.
Every round draws from a single set, so the board reads as one clean picture instead of a jumble. Seven blocks per theme, each colour picked to stay apart at a glance.
Match four or more at once and you forge a special block — pop it to sweep a whole line or wipe every piece of one colour.
Bomb
3x3
Row Clear
ROW
Col Clear
COL
Cross
ROW+COL
Star
5x5
Rainbow
ALL
Stopwatch
+2s
Equip one item before you play and it waits at the bottom of the screen — for the moment the clock starts biting.
Every round pairs a random guest with a random dish. Each person plays differently - a baby forgives a lot, a mukbanger gives you almost none - and every dish brings its own bowl, broth, noodle and toppings.
Udon
Jajangmyeon
Kalguksu
Ramen
Spaghetti
Janchi Guksu
Naengmyeon
Somyeon
Ramen (Japanese)
Jjamppong
Soba
Yakisoba
Pho
Pad Thai
Tantanmen
Wonton Noodles
Chow Mein
Mi Goreng
Bibim Guksu
Malatang
Lasagna
Pasta (Penne)
Udon
Jajangmyeon
Kalguksu
Ramen
Spaghetti
Janchi Guksu
Naengmyeon
Somyeon
Ramen (Japanese)
Jjamppong
Soba
Yakisoba
Pho
Pad Thai
Tantanmen
Wonton Noodles
Chow Mein
Mi Goreng
Bibim Guksu
Malatang
Lasagna
Pasta (Penne)
The planks always sit in the same slots - nothing is dealt at random, so your hand learns the positions and your eyes stay on the ground ahead. Each slot cools down on its own, so the piece you spend now is the piece you will not have at the next gap. Gear is bought with H Coins and fires by itself when its moment comes.
Giant
Magnet
Gold Rush
Slow Time
Dash
Auto Build
Wings
Shield
Recharge
Coin Burst
Haste
Slippery
Heavy Hands
Fog
Toll
Quake
Giant
Magnet
Gold Rush
Slow Time
Dash
Auto Build
Wings
Shield
Recharge
Coin Burst
Haste
Slippery
Heavy Hands
Fog
Toll
Quake
The world turns over every two levels. Not just forests, storms and glaciers but downtown glass towers, villa districts with rooftop water tanks, a shanty row climbing a hill, a working harbour, and open sea with no ground at all - the skyline itself changes, not only the colours. The order is reshuffled every time you open the app.
Downtown
Villa Town
Shanty Row
Factory Belt
Open Sea
Mountain
Glacier
Desert
Forest
Gorge
Ruins
Hills
Downtown
Villa Town
Shanty Row
Factory Belt
Open Sea
Mountain
Glacier
Desert
Forest
Gorge
Ruins
Hills
Buy items mid-round with H-coins as often as you like — each one fires on its own the moment it is needed. You earn H-coins every time your rating climbs.
One sentence of rules: any straight run of numbers adding up to ten disappears — two cells or four, it does not matter. Each digit carries its own colour so the board reads by colour first, digits second.
Sky
1 + 9
Lime
2 + 8
Amber
3 + 7
Coral
4 + 6
Violet
5 + 5
Teal
6 + 4
Orange
7 + 3
Pink
8 + 2
Indigo
9 + 1
Tools arrive on a fixed budget each round and grow scarcer as you climb. The brick is different — one lands every ten seconds, and nothing you own can break it.
Wild
ANY
Bomb
3x3
Row Clear
ROW
Col Clear
COL
Magnet
PULL
Brick
TIME
The tools above only arrive when the tray hands them to you — buy them with H-Coins instead and use them the moment you need them, mid-round. Refresh, Time Freeze and Double Score exist only in the shop.
Bomb
🪙 150
Row Clear
🪙 120
Col Clear
🪙 120
Magnet
🪙 100
Wild Piece
🪙 80
From a giant ape to a snapping flytrap, each one asks for a different move. Every hazard is judged at exactly the size you see — you never die to something you did not touch.
Coins you collect on the run buy items. What you buy stacks down the left of the screen and carries into your next run — tap it the moment you need it.
Every ball answers to different material. None breaks all twelve, and each has material it simply cannot touch - even the priciest laser ball is helpless against stone. So you read the tower first, then pick two from what you own.
The free baseline - works on soft material, bounces off stone and iron.
Freezes then shatters. One of only two answers to rubber.
Bores through concrete and iron - but spins uselessly on soft material.
Splits into three. The only real answer to springy plastic.
Rips iron out whole - and does nothing at all to anything else.
Passes through the front row to strike the back. Glass is its material.
Blows wide and chains off bomb crates - but density reflects the blast.
Heaves the whole floor. The heavier a block, the surer it topples.
The heaviest thing here - yet it punches straight through glass and ice.
Burns paper, rubber and iron. Minerals do not melt - stone stops it dead.
Every tower has a character - masonry, steelworks, glasshouse, timber, cushioned. One pair of materials makes up about half of it, so what it is built from decides what you should bring. The base carries the load above and holds firm, so aim high or aim for the middle.
Crates come in four materials only - rubber, wood, stone, iron. Colour is weight here, so you can feel the board getting heavier without reading a number. Underneath sits one of ten objects, each with its own load limit and its own way of failing: what you are stacking on IS the difficulty.
Soap Bubble
68
Orange
84
Basketball
104
Apple
92
Macaron
82
Billiard Ball
132
Peach
78
Cabbage
98
Donut
74
Hamburger
88
Soap Bubble
68
Orange
84
Basketball
104
Apple
92
Macaron
82
Billiard Ball
132
Peach
78
Cabbage
98
Donut
74
Hamburger
88
Items are not bought - they ride down attached to a crate. Under each one hangs a single key crate, and it only fires if that crate lands beside its own material: the bigger the item, the bigger the blast. The last four work the other way. You do not earn them, you endure them.
The rules are Othello, unchanged. What changes are the squares: some grant a sword, some a shield. Flip a disc and the weapon beneath it changes hands too, so "how many you flip" gains a second question - "which ones". Three enemy commanders hold three stages each: the Squire cannot see ahead, the Lancer reads two moves, and the Axe Knight solves the endgame exactly. When the armour colour changes, so do the discs he plays.
Sword
Shield
Blue Disc
Red Disc
Steel Disc
Moss Disc
H Coin
Sword
Shield
Blue Disc
Red Disc
Steel Disc
Moss Disc
H Coin
Items here never change the outcome. The Scout only writes, on every legal square, how many discs it flips and whether the duel is won - and every one of those numbers is already on the board. It counts for you; it does not invent. The Hourglass adds ten seconds to the ten you have, the War Banner puts +2 on your side of the next duel, and the Cornerstone drops a disc on an empty square beside your own while flipping nothing at all. You carry two into a match, and anything you buy expires in 24 hours. The number is the coin price.
The board is packed with colourful baby snakes. Pick one, then drag anywhere on the screen - like a trackpad, so your finger never hides the snake - and the head slides through empty cells with the body following. Snakes never back up. Hit a wall, a rock or another snake and you lose a heart while the snake returns to where it started; let go before the gate and it goes home with no penalty. An escaping snake pays 10 H-coins for every cell of its body. As levels rise, creatures join the board one by one: a frog pays +10 H-coins the moment you catch it; hedgehogs, crabs and moles cost a heart; the giant red bullfrog leaping two cells at a time costs two. Rocks never land on an escape route.
Five slots sit in a row under the board - the hint in the middle, two on each side. The Heart saves you once, on its own, the moment you would lose your last heart; the Hint Bulb blinks a red escape route for one snake; the Pickaxe smashes a rock; the Ice Clock freezes falling rocks and every creature for 20 seconds; and Wings fly one snake out of the gate by itself. Tap one you do not own and you can buy it on the spot with H-coins or watch an ad for it. The number is the coin price.
Pull the slingshot on the left back and let go, and the dart flies in an arc. The targets stand far to the right, so drag the screen to check the distance; a miss tells you how far off you were ("2.4m short"). A board scores +100 at the bullseye down to +20 at the rim. Stone, wood, iron and aluminum crack with each hit and break on the second or third, and from level 5 the free basic dart only breaks a target in one hit on a bullseye. Break every target within the shots you are given (3 to 5) to clear the level.
Every projectile differs in size, speed, weight and power - the Heavy Dart breaks stone in one hit, the Fire Dart burns wood, the Magnet Dart is pulled toward iron, and the Split Dart bursts into three at the peak of its flight. Each level hands you one fitting projectile for free; the rest you buy and equip on the spot with H-coins from the arrow button (three times the price if it is not unlocked yet). H items help your next throw - H-Aim opens a target scope and a full-length guide line, H-Blast adds a big explosion, and H-Rain turns one shot into thirty that pour down on every target.
Tap anywhere to hop forward, swipe to move that way, hold to run. Read the gaps between cars, trains and floating logs across sixteen kinds of road - intersections, railways, rivers, highways, roundabouts, even airports. There is no level-clear screen: fill the "Next level in N m" bar at the top and "LEVEL N" bursts onto the screen as the next level begins without a pause. You have three hearts - get hit and you run on from the same spot with 1.8 seconds of invincibility. Every character moves its own way (the frog leaps, the car drives the lanes, the ghost slips through cars), and you can switch mid-run with the button at the lower left.
Green Suburbs
Blossom Town
Autumn Town
Snow Village
Tropical Island
Christmas Town
Candy Land
Downtown
Neon City
Old Alleys
Chinatown
City Plaza
Factory District
Farm
Lavender Fields
Sunflower Fields
Pine Forest
Bamboo Grove
Mushroom Woods
Campground
Wild West Town
Fishing Village
Beach Town
Ice Harbor
Airport
Space Port
Moon Base
Ancient Ruins
Jungle Ruins
Desert
Red Canyon
Volcano
Crystal Cave
Halloween Town
Mars Colony
H items go into your three loadout slots and you tap a slot to use one mid-run - if you have none, tapping buys and uses it on the spot with H-coins. The Shield blocks two hits, Turbo speeds you up, Time adds 10 seconds, and Overdrive gives eight seconds of invincibility, speed and a magnet that also cancels bad items. Twenty items lie on the road and take effect the moment you touch them: the first ten help (Turbo, Shield, Magnet, Traffic Stop...) and the last ten hinder (Reverse, Fog, Spin, Road Bomb...). Short on coins? Watch an ad to top up and buy right there.
Tap an arrow on the joystick at the lower left to move one tile, hold it to keep walking, and press the red centre to drop a bomb at your feet. After 2.4 seconds it blasts two tiles in a cross, breaking bricks and knocking out monsters - you can chain up to five at once, but your own blast hurts too, so step off the tiles that glow orange just before it goes off. Every map has its own shape (wide, circle, cross, ring, cave...), and the red dot blinking on the minimap at the top right is the exit. Monsters get harder through variety and numbers rather than speed - tough ogres, werewolves and the Ogre King boss, plus a giant ogre and a treasure goblin that runs away. Dawdle and the Reaper drifts through walls after you; every three levels the world changes, from the meadow all the way to the storm.
Grassland
Forest
City
Desert
Snowfield
Ruins
Factory
Night City
Fire Zone
Storm Zone
Bombs are not colour swaps - each differs in two or three ways: elements like fire, ice, shock and poison, shapes like circle, line and laser, bombs that roll, bounce or stick, and remote, chain and even black-hole bombs. The basic bomb is free and unlimited, every level hands you three special bombs for free, and you pick them with the button at the far left (locked ones can be bought early at three times the price and used at once). ITEM at the far right holds eight H items - a shield that blocks three hits, a revive that gets you back up on its own, a ghost that walks through walls, H-Double that doubles every good item's time and more. Items scattered across the map work the moment you grab them: blue capsules help (Invincible, Body Electric, Genie Guardian, Bomb Rain, Giant...), purple spiky ones hinder (Slow, Reverse, Fake Coin...).
Touch anywhere and that spot becomes your pivot - drag to turn the nose and thrust as far as you pull, let go and you glide in zero gravity. Your gun fires on its own, and every H-Coin that bursts from a wreck pushes your firepower up fifteen stages, from a single shot to a bullet storm in every direction. When the level bar hits 70% a big battle begins - giant bosses arrive one by one, some opening their jaws to fire a beam, up to colossal warships that fill the screen. Ships are rented with H-Coins every run, and the sky changes every 600 m.
Deep Nebula
Aurora Drift
Supernova Remnant
Frozen Crystal Expanse
Galactic Core
Event Horizon
Items are double-edged - Plasma triples your damage but dulls your turning, and Warp Nitro gives you four times the speed before the engine flames out. Use them from the eight slots at the lower right, or buy them on the spot with H-Coins. Hold the centre of the joystick at the lower left to raise your shield - eleven shields differ in defense rating, size and staying power, with traits like reflecting, burning, lightning and healing. The bomb that pops up only in emergencies clears the screen, but costs more with your level and with each use.
When a Tetris block appears on the card, drag the five handles on the person's hands, feet and body to build that shape with their body. A drag snaps to the nearest pose step (six arm steps, five leg steps, standing, lying left or right, handstand) and a tap moves to the next. The cells behind the person fill in the block's colour; when every cell is full and none is red, you clear it at once - from level 4 your moves are limited, a fast clear within the fewest moves earns three stars, and the stars fly straight into your H-Coins. Cells are sized in metres, so 185 cm Alex and 120 cm Leo solve the same block in completely different ways. Each city alternates studio stages with scenic ones that tell a story (desert, forest, city lights, above the clouds, under the sea, aurora, outer space) - forty-eight stops in all.
Seoul · Dawn Studio
Seoul · Han River Park
Seoul · Han River Morning
Seoul · Cherry Blossom Forest
Seoul · Cherry Blossom Lane
Seoul · Hanok Village Night
Tokyo · Shibuya Neon
Tokyo · Skyscraper Night
Tokyo · Rainy Alley
Kyoto · Bamboo Forest
Tokyo · Snowy Mt. Fuji
Fuji · Snowy Pines
Paris · Eiffel Sunset
Paris · Above the Clouds
Provence · Lavender Field
Provence · Sunflower Field
Paris · Opera Stage
Paris · Eiffel Tower Lights
Sahara · Desert Noon
Sahara · Scorching Desert
Giza · Pyramid Dusk
Giza · Camel Caravan
Sahara · Oasis Night
Sahara · Starry Night
Maldives · Tropical Beach
Maldives · Palm Beach
Maldives · Coral Deep
Maldives · Under the Sea
Cape · Lighthouse Night
Cape · Lighthouse Sunset
New York · Times Square
New York · City Lights
New York · Rooftop Party
New York · Central Park Forest
New York · Subway Graffiti
New York · Bridge at Dusk
Arctic · Aurora
Arctic · Aurora Night
Arctic · Ice Cave
Arctic · Iceberg Sea
Arctic · Blizzard
Lapland · Snowy Forest
Space · Launch Pad
Space · Earth View
Space · Moon Surface
Space · Among the Planets
Space · Galaxy Stage
Space · Galaxy Finale
Tap the item button during a level and the game pauses with the item window open. You use what you own first, buy on the spot with H-Coins if you have none, and if coins run short you can watch an ad to top up and use it right away. Hint shows the next move with a finger and a gold ring, Perfect Snap plays that move for you, and Ghost Body overlays the answer pose. Joint Boost widens the range of motion by 20%, opening poses that person could not do. The number is the price in H-Coins.
Ddakji, the classic Korean schoolyard game, now played with wind. Blow "paa~" hard into the microphone and the loudness of your breath becomes the wind; the ddakji, a rigid body with a real size and weight, catches it, lifts, slides and flips - there is no canned animation, every flip is physics. Too soft and it won't lift; blow into the red end of the power bar and it flies away or spins once more and lands face up again. A corner facing the wind lifts less, so drag sideways to circle the view and bring an edge forward. In a quiet place you can swipe up in front of the ddakji instead. Newspaper, calendar, milk-carton and gold ddakji all differ in weight and curl, and from level 11 everyday objects such as sticky notes, a kitchen sponge, hwatu cards and a slice of bread join in. Story levels - the chalk circle, the bullseye, crossing the line, beating the bell - 24 rooms and desks, and window wind and humidity that build up from level 11; fail a level three times and help mode shows you the answer.
While you wait to blow, tap the gift box at the bottom left and the level pauses with the item window open. Use what you own straight away, buy on the spot with H-Coins if you have none, and if coins run short watch an ad for 60 coins. Wind Boost makes your next breath 25% stronger, Paper Shield puts a ddakji that fell off the desk back once, and Precision Guide marks the flipping range on the power bar with a gold band. Edge Grip holds the ddakji at the desk edge, Balance Charm calms the extra spin that flips it back, and Coin Bonus gives 50% more coins for that level. The number is the price in H-Coins.
Swapping birds is not a costume change: gravity, lift, drag and how hard the wind holds you back all change with it. A sparrow is light but a headwind stalls it harder than anything else; an eagle lifts you high in one beat, then makes you wait for the next. You take three into a run, and when one falls the next takes over in mid-air - same sky, completely different controls. The number is the fare per run.
Grassland
Forest
City
Ocean
Snowfield
Desert
Mountain
Storm
Grassland
Forest
City
Ocean
Snowfield
Desert
Mountain
Storm
The item slots sit at the edge of the screen, and the finger that would tap them is busy flying. So items here never wait for a button: the shield snaps on the instant it is needed, slow-time triggers as a hard stretch begins, the magnet fires the moment coins appear. The choice left to you is not when to use them - it is what to bring. The number is the coin price, and they differ for one reason: if they all cost the same, the strongest is always the answer and the choosing disappears.
Reach the required level to permanently unlock a title. Titles are displayed on your profile and are never revoked.
9 missions reset every midnight. Complete them all for maximum rewards!
HaniLab is a one-person indie studio obsessed with making mobile games that feel instantly satisfying. No complex controls, no pay-walls, no fifty-screen tutorial — just pick it up and play. Our first game, Line Master, grew from a simple question: what if you had to balance real-feeling objects on a line you control? The answer turned out to be something you can learn in three seconds yet spend hours mastering.
About →
Everything you need to know about the game
A random object (ball, fruit, or doll) falls from above onto your balance line.
Tap and hold the LEFT side of the screen to tilt left, RIGHT side to tilt right.
Keep the object on the line until the countdown ends to clear the level.
Each level introduces heavier, bigger or stranger objects. Weather effects and special modes appear as you advance.
A random hand and a random balance object appear together at the start of each round.
Tap and hold the LEFT side of the screen to move your hand left, RIGHT side to move right — keep the object balanced on your fingertip.
Keep the object balanced on your fingertip until the round timer runs out to clear the level.
Each level brings new random hands and heavier, stranger objects. Weather effects and items like ReCall, Wall and Stop3 enter the mix as you advance.
Drag on screen or use ▲▼ buttons to move the fan up and down. Aim the wind at the falling object.
Wind from the fan pushes the object upward. Keep adjusting to prevent it from touching the ground.
Each round has a time limit. Keep the object airborne until time runs out to clear the level.
Higher levels bring more varied objects and powerful fan types. Use items strategically to reach new records.
Random animals appear on each side of the scale. Each animal has a unique weight.
Drag the triangle fulcrum left or right to find the balance point.
Keep the scale level until the countdown ends — level clear!
Higher levels bring heavier, more varied animals and weather effects.
Line Master & FingerMaster — Free on iOS & Android