Standard
A clean fall, one lane, one tap. The rest of the catalogue is a deviation from this.
A baton falls from the dark. You have a fraction of a second to send it home.
It begins above the play field. Each level introduces new fall patterns, new tempo, new ways to be wrong.
Four pads at the floor. The baton's lane is the answer. Tap before it lands. Miss it, it drops, you bleed health.
Specials enter the rotation. The dungeon deepens. Reflex becomes pattern recognition.
A clean fall, one lane, one tap. The rest of the catalogue is a deviation from this.
Do not catch this one. Tapping the bomb lane costs you. Leave it to the floor.
Fades to invisible before it reaches the catch zone. You saw the lane — now remember it.
Falls, bounces off a point above the pads, springs back up, then drops through the catch zone. Tapping early is a miss.
This one falls at 1.5× normal speed. No warning. Your window is shorter than you think.
Falls at half speed. A gift — twice the time to find the right lane, land a perfect tap.
Starts falling in one lane, pauses, slides sideways to a different lane, then continues its drop. Tap where it ends up — not where it started.
Catch it and score double points for the hit. One baton, two tiers of value — don't miss this one.
Upgrades your hit quality on catch — an ok becomes good, a good becomes perfect. Easier points, no extra work.
The pads at the floor narrow. Same lane count, less margin for the heel of your thumb.
Catch it and the next five batons all drop into the same lane. Lock in, stay sharp, clean up.
No paywalled progression, no energy timers. Cosmetic skins for batons and dungeon themes are the only paid items. Rewarded ads can be watched to recover health on a run; never required.
Free to play. In-app purchases for cosmetic items only.
Rewarded ads are optional and player-initiated.