Flick a marble through a hand-authored stone maze. Every wall it touches before hitting a target multiplies the shot, so the greedy play is always the long way round -- and the ball stays exactly where it stops. Modifiers you've never seen rewrite the rules between levels.

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Planned Release Date: Q3 2026

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About This Game

You flick a ball. It ricochets through a small stone maze until it stops. Hit the red targets to score.

Every wall the ball touches before it reaches a target multiplies that shot -- so the greedy play is never the straight line, it's the long, ugly, four-bank route around the whole room. And the ball stays exactly where it stops, hit or miss, so every shot is also a decision about which room you want to be standing in next.

Between levels you spend coins on modifiers that rewrite the rules. Most of them you've never seen before, and you won't know what they do until you own one. A handful turn the score from multiplication into exponentiation -- bank enough walls under Geometry and the number on screen stops looking like a score and starts looking like a glitch.

Twelve courts, rising quotas, one run -- about twenty-five minutes, start to finish. Every board is hand-authored stone, not a fresh maze each time, so the garden you're standing in gets more learnable the longer the run goes, not less.

No tutorial. No text on screen. A four-year-old understands the goal in one second; the real game is reading a route six bounces ahead, and nobody can teach you that faster than one good shot can.

  • THE ROUTE IS THE SCORE -- only walls touched before the first target count, so the greedy shot is always the long way round

  • THE BALL NEVER RESETS -- it stays exactly where it stops, scoring shot or miss, and that's where your next shot starts

  • DOZENS OF MODIFIERS -- most unidentified until you buy one; a few turn multiplication into exponentiation

  • ONE GARDEN, TWELVE COURTS -- the same hand-authored maze all run, so it's a board you learn, not one you're shown once

  • ONE RUN, ABOUT 25 MINUTES -- rising quotas, no saves, no do-overs

  • ONE THUMB, NO TUTORIAL -- drag to aim, release to fire, understood in one second

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Generative AI tools were used during development to assist with concept art, promotional/store imagery, and some code. No content is generated in real time while playing — all in-game assets and text are fixed and do not change at runtime.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3 compatible GPU with 1 GB VRAM (Intel HD 4000 or better)
    • Storage: 500 MB available space
    • Sound Card: Any Windows-compatible sound device
    Recommended:
    • OS: Windows 11 (64-bit)
    • Processor: Quad-core 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM
    • Storage: 500 MB available space
    • Sound Card: Any Windows-compatible sound devic
    Minimum:
    • OS: Ubuntu 20.04 / SteamOS 3 or newer (64-bit)
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3 compatible GPU with 1 GB VRAM, Mesa 20+ drivers
    • Storage: 500 MB available space
    • Sound Card: ALSA / PulseAudio compatible sound device
    Recommended:
    • OS: Ubuntu 22.04 or newer (64-bit)
    • Processor: Quad-core 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM
    • Storage: 500 MB available space
    • Sound Card: ALSA / PulseAudio compatible sound device
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