Hold
Catch an anchor and tether your star.
One finger. Four ways to fly.
Hold, swing and launch. Slip past obstacles, collect stars, then take one more shot at your best.


01 / PLAY
Simple controls. You choose when to let go.
Catch an anchor and tether your star.
Build momentum as you circle.
Find a gap and launch higher.
02 / CHOOSE YOUR WAY
Catch, launch, collect. Make room for one more run.
Flip gravity and find a new way to swing.
The chase line rises and speeds up. Stay ahead.
40 fixed courses: beginner, advanced, extreme and memory.
03 / LITTLE WOWS

Stars, fireworks and glowing ribbons. Catch a whole chain.
Illustration
Longer combos glow brighter. Jumping lightning can collect stars.
Illustration
Read the pull, swipe to charge, then release to escape.
Illustration04 / MAKE IT YOURS
Candy brights or classic blue. Choose six themes, edit individual colours and save one personal preset.


Six built-in accompaniments or your own songs. Light ribbons and particles pulse with played drum onsets.
Imported beats are estimated locally; accuracy varies by song.
05 / A LITTLE MORE
Six accompaniments: electronic, sampled drums only, guitar rock, piano jazz, orchestral march and Latin percussion. Electronic retains its synthesised sound; five sampled-instrument arrangements give the others distinct timbres. Tap to preview and save, or import local audio. Bright edge cores, halos, expanding rings and particles attack and decay with playing drum onsets; imported songs use on-device beat, transient and energy estimates, which may not match every song accurately. You choose the route. Home identifies built-in or personal music. Left checkboxes, right delete crosses and select-all manage game copies directly in the list without deleting originals or records.
Six themes include Classic Blue; Candy Party combines a quiet backdrop with contrasting red, blue, green and yellow elements. Fifteen editable colours for backgrounds, obstacles, ball, anchors, tether, left/right pulses, rewards and scores. Preview changes live and save automatically. One independent My preset slot saves a complete palette for switching back; replacing it requires confirmation. Language opens an explicit 中文, English, 日本語, 한국어 selection list. Settings can disable sound or vibration, or enable soft light. Music and results stay on your device; no account is required, and Privacy and Terms work offline.
Android supports Chinese, English, Japanese and Korean. Up to 32 songs and 320 MiB total; each track is at most 80 MiB and 8 seconds to 10 minutes long. Format support and rhythm estimates vary by device and song.
Music and gameplay are independent: imported EOF never ends a run or changes its difficulty. Import multiple songs, then select only those you want in Playback settings. Play in order or shuffle; when the list ends, switch to built-in music, silence or repeat. Preferences stay on your device and apply to later runs. Classic, Gravity and Endless share the height250 initial mechanism cadence; their own end rules still apply. Change music while paused without resetting flight.
Old and new mechanisms stay mixed, and opening gates leave wider real gaps. Star Shower stretches fill with collectible stars, side fireworks, light ribbons and expanding rings; Soft Light reduces intensity. Complete ordered star patterns to unlock constellation badges, earn ricochet-chain and single-flight bonuses, chase moving comets, choose a route through fork gates and tackle four-part mechanism towers. A faint personal-best ball is optional in pause; badges unlock sparkling trails, not stronger stats.
Keep five recent compact replays per mode plus score, distance or fastest successful course bests. Export MP4 with audio when needed. World boards show 30 names, avatars and values, with a play button only when a replay exists. Top-10 results need a matching replay within three days or are hidden. Replay upload also binds the result and optional avatar; races must be cleared. Public packages exclude imported songs and are capped at160 MiB. Download one top-10 ghost at a time: your ghost is blue and one world ghost is pink. New recordings exclude ghosts. Nicknames/avatars can be reported once per record. World records & replays ↗
With built-in music, the first new region starts at height 250. Later regions introduce sliding plates, opening gates, ramps, crystal chains, consecutive springs, one-way membranes, intermittent electric barriers, crosswinds, charge-break barriers and rotating windmills. Each region moves from introduction to practice, combined challenges, then a reward stretch of stars and acceleration bands. Fixed anchors and bypass routes remain: climb steadily through the middle, or use side mechanisms to reach smaller, higher-value stars. No extra buttons—your holds and releases choose the route.
Combos of3,6,10 and16 shift the ball through vivid cyan, gold, coral and pink. High combos add electric arcs, orbiting sparks and a colourful trail. Harmful impacts break the combo and ease the ball back to your chosen colour. Soft Light reduces electric effects; the glow never changes collision size or speed.
Optional Baibo escorts award points only after you physically collect the chick and reach its higher star nest; harmful impacts interrupt the journey. Clean ascent streaks reward new height sections, not waiting or revisiting. Later Classic and Endless side routes introduce meteors with at least1.35 seconds of warning before a visible falling path; bonus stretches and Gravity mode remain meteor-free. No new buttons: hold and release still do everything.
Charged balls briefly flash jagged, branching lightning with quiet gaps, not permanent wavy rings. Soft Light lowers brightness without hiding collectible arcs. Crossing real combos10,15 and25 shows Good, Great and Unbelievable with a short melodic chime once; grabbing the same anchor cannot repeat a callout. Mute silences effects and pause leaves no backlog. Local spiral vortices bend flight, pulsing black holes warn before a short pull, and repulsor cores push outward periodically. Fixed side-lane cores have real collisions; the middle remains a bypass. No swallowing or teleporting. Sliding plates, opening gates and rotors remain mixed in; fork choices cannot remove all moving mechanisms.
Comets appear around height60 and ordered star patterns around80; early star strings also reward multiple stars in one flight. First forks appear around240 with built-in music or120 with imported songs; the first mechanism tower around300 or75 respectively. Forks change future, not already visible, routes. Records display eight collected or locked constellation badges. After a run, a faint personal-best ball, without historical route lines can appear for the same mode and song, including a compatible previous-version trace. Pause can hide it; a trace never steers you.
Choose Classic Swing, Gravity, Endless or Fixed Races from four large home icons, then Start. The current built-in or imported music source remains visible. New badges stay fixed in the upper centre, with white letters and dark outlines, never following the ball; full names remain in achievements. Good, Great and Unbelievable remain visual captions, with short sound effects instead of spoken cheers.
Choose Easy1–10, Hard11–20, Extreme21–30 or Memory31–40. Hard and Extreme courses are longer, mixing central blocks, offset gates, moving machinery and familiar forms instead of a straight empty middle. Timing starts on the first grab and excludes pause; only crossing the finish saves a local fastest time. Song completion is not a finish. Courses21–40 require a timed finish and end on the first damaging impact, without healing, random power-ups or electric shortcuts. Layouts and mechanism phases are fixed. Old-layout records are retained separately, with opt-in online race boards separated by course and revision.
Normal flight unlocks220 one-time badges such as Spin-Cycle Chick and Coin Vacuum. Closer safe passes earn more points. Classic and Gravity restore just2 HP per1000 points; races never heal. The personal-best replay displays a faint ball only, not historical route lines.
Combos and score enlarge, brighten and lengthen intermittent lightning. Points touched by a visible flash can be collected, while real walls still occlude it. Collect to charge a release-triggered electric burst that dispels mist and ghosts. Soft Light lowers brightness without hiding collectible arcs. Comets visibly sweep sideways and drift upward; combo rewards use clear short musical chimes, without speech or animal calls.
Inside a local black-hole envelope, swipe to charge and release to slingshot; vortices bend flight and repulsor cores send a warned push wave. Optional ring relays use tap—hold—tap. Rare shield, scatter and laser pickups appear progressively higher and alternately. Shield lasts3s, weapons about2.5s; shielding shatters plates on actual contact, while cores and world boundaries remain solid. Ordinary flight still uses one-finger hold and release.
Achievement names use natural action humour with simple I–IV tiers. Previously unlocked achievements appear again on a new attainment without extra achievement points; sustaining a condition does not spam notifications. Results offer the complete run achievement list with attainment counts. The charge indicator is labelled Energy.
In courses31–35, obstacles in the final28% first appear clearly, then fade as the ball approaches. Courses36–40 give only a blink preview in the final35%. Hidden obstacles keep real collisions and fixed anchors remain visible. Hidden sections use static shapes, not unseen moving traps. Read the position, remember the route, then hold and release.
Imported music shows its actual playback time remaining at the top. Endless labels this as track time, not a run deadline. Classic and Gravity name the HP bar and show its current value. Stars ring like coins, rising through successive pitches; impacts, springs, glass, wind, gentle rebounds and achievements each have short action sounds. Muting also silences these effects.
Star Shower fireworks have their own colourful burst particles, bright cores and trails, not just rings. Soft Light reduces density and brightness. Mechanisms also occupy the middle: breakable crystal comes first, followed by ramps, springs, one-way membranes and wind. Preplaced fixed anchors flank central mechanisms; timing walls and rotors stay on side routes.
16 special anchors arrive gradually: fading, extending, shortening, reverse, oval, upper and lower half-orbits, breathing, petal, sling, ratchet, charging, drum-powered, dual orbit, gliding and one-more-lap. Classic, Gravity and Endless unlock the first at height80, then another every100, independently of music. Placement avoids crowded mechanisms, gravity gates and bonus stretches. Normal anchors remain the majority, familiar kinds return, and the entire set never arrives at once. Read each outline, arrow and fading lifetime ring before releasing. Centres stay fixed, rope lengths change gradually, half-orbits swing back at their ends, and drum-powered anchors take short pushes from played onsets without requiring a beat to pass. Fixed races retain normal anchors.
The home icon is centred. Results count up from zero and can be skipped or closed, with fireworks for high scores, lucky endings and new achievements. Bonus star showers last about5–6 rows, with three widely spaced stars per row, with an outer route for collecting nothing: a feast or just a sniff can both earn a playful achievement.
Classic, Gravity and Endless first enter a bonus at height126–150, then every150 height, independently of music. The first mechanism change is250; bonus and mechanism cycles are independent.
Success brings three seconds of rising metallic bells and cascading coins; failure has a clear, staccato descending arcade phrase, also three seconds. Both cues are original. Background music stops for the result, and the phrase plays once per run. Voluntary exit has no failure sting, and mute also silences result sounds.
If the ball rests on a real barrier and cannot keep a connection, tap the nearest ring-marked fixed anchor for a stronger outward and sideways push, or hold the play area and release to bounce away. A charge ring fills in about half a second; holding never repeats the impulse automatically. Normal rope grabs, swing releases and special interactions retain priority. Release checks current physical support, so it cannot become a mid-air extra jump. Escapes award no points or HP and never teleport or pass through walls. Races use a new record revision; older records remain separately available.