Boxscape

Guide

How to play

Everything the game does, in the order you will run into it. The same pages are in the app under Help — nothing here is hidden behind a tutorial.

Moving the frame

Press and hold anywhere on the screen — you do not have to touch the frame itself — and drag. The frame keeps the offset it had when you first touched down, so it never snaps under your thumb and your aim stays where you put it.

Let go and the frame stops. It cannot leave the screen, so the edges are a hard limit on where you can retreat to. Flick as hard as you like: the frame catches up to your finger rather than teleporting to it, so a wall can never sweep straight past the ball.

The ball is not attached to any of this. It carries its own speed and direction, bounces off solid wood, and does not care where you are dragging.

What you score

Two numbers, tracked every run:

NumberHow it goes up
Bounces +1 each time the ball strikes a solid wooden section. One continuous contact only counts once, so sliding along a plank does not farm points. Everything the ball catches adds to this same number.
Survival time Runs from the moment the round starts until the ball escapes.

Your best of each is kept on the device, per rating band. They are tracked separately, so a long careful run and a short frantic one can both be personal records.

What the forest drops

The playfield is not empty, and the ball is the only thing that can touch any of it. Moving the frame to put the ball somewhere is the whole game; these are the reasons to.

KindWhat it doesWorth
Falling Nuts and cones drop from the top, one at a time, every two or three seconds. One that reaches the bottom uncaught bursts where it lands. 1
Blown Leaves and seeds cross sideways on the wind, in gusts of four to ten flying close together at the same speed. The slowest things in the game, and the easiest to line up. 2
Growing Berries and mushrooms sprout along the bottom and swell where they stand, reaching full size in fourteen seconds. Six at most are ever out at once, and they do not go anywhere. 1–5, by ripeness
Golden orb Repairs the frame instead of scoring. See below.
Chain, splitter, magnet, boxit Four objects that cross the field and change the run rather than paying for it — see below.

Nothing is ever taken off you. A nut that lands, a leaf that blows past and a berry left to ripen all cost you the catch and nothing else — which makes leaving a berry to fatten a real decision rather than a risk.

Each of the six backdrops brings its own set of items, drawn for it: acorns and blackberries in the forest, frosted cones in the snow, husks and bone in the desert, glowing minerals in the cave. 279 of them in all, and each one shatters into its own colours when the ball takes it. Every one of them is pictured here.

Things that cross the field

Besides the orb, three objects drift through a run. All three are exactly the ball’s size and turn slowly as they go, so they read as one family: things you have to decide about. None of them pays a point on contact. What each one does is change the run you are in.

A chain
The chain — avoid it

Hit it and the frame locks where it stands for 2 seconds. A golden countdown appears in the middle of the screen. Nothing else stops: the ball keeps flying, the clock keeps running, the wood keeps opening. You are simply made to watch.

It is the only thing in the game that takes the frame away from the finger holding it, so it is worth steering wide of even at the cost of a catch.

A cracked stone
The splitter — take it

A cracked stone. Your ball bounces off it and the stone opens into a second ball. From then on the run ends only when both are gone, which is close to a second life — but it is a second life you have to steer, with one frame.

Two balls bounce off each other, and no stone appears while you already have 2. Lose one and another can turn up.

A horseshoe magnet
The magnet — chase it

The rarest thing you will see, roughly once every 45–75 seconds. Hit it and every item on screen is dragged to your ball and popped as it arrives, each one paying what it was worth.

The near things land first and the far ones trail in behind, so it is worth taking when the field is full — the middle of a gust is the best moment there is.

A chain with a golden glow
The boxit — take it

The chain again, but glowing gold, and about as rare as the magnet — every 45–75 seconds. Hit it and chains fall across every hole in the frame, corners included, for 2 seconds.

The frame still moves and the wood still rots; you simply cannot lose the ball while the chains are up. A small number counts the seconds down. It is two seconds to stop steering and go and take something.

The golden orb
The golden orb — the one that buys time

Covered in full below. It is the only object that repairs the frame, and like the rest it pays nothing on contact.

The gold one, and the streak

Every gust of wind carries one item that glows gold and trails a short golden wake. It is an ordinary leaf in every other way — it blows the same, and on its own it is worth the same 2.

Catch that one and the whole gust pops, one after another, each paying its own worth. A ten-strong gust taken at the gold one is ten catches from a single interception, which makes reaching that particular leaf the most valuable thing you can do with a gust.

It is always a gust, never a falling nut or a berry. Those arrive in ones and twos, so there would be nothing for a gold one to set off.

Hitting the same thing twice in a row doubles it

Catch two acorns back to back and the second pays double. The third doubles again, and so on up to 32 times, where it stops climbing — with the multiplier written over each catch in gold and a chime to match. Catch anything else and it starts over at one.

A gust is all of one kind, which is the point: threading the ball through a gust catching leaf after leaf is worth far more than the same leaves caught with anything in between.

Why it gets harder

Every side of the frame starts a quarter open, with the openings in random places. From then on they only widen. The growth is gentle for the first stretch and then accelerates, so the run that felt comfortable at ninety seconds is a different game a minute later.

At full decay roughly 98% of each side is gone. There is no permanently solid corner holding the box together: at deep decay two neighbouring sides can both stop short of the corner between them, and the ball can leave diagonally through the gap. Late runs are about watching the corners, not just the walls.

Wood never grows back on top of the ball: a side that would trap it waits until it has moved clear.

Full decay is not a timer

Reaching maximum openings does not end the round. The frame simply stops getting worse, and you keep playing for as long as you can hold the ball.

The golden orb

A glowing orb drifts into play from time to time — one at a time, never more. Collecting it shrinks your openings by roughly 4%, giving you a little of the frame back. Five is the most a single run can bank; past that they still burst, but the frame is as closed as it will get, and it never closes back past where it started.

The catch is that you cannot collect it yourself. The orb ignores the frame completely: it drifts straight through wood and openings alike, and moving the frame onto it does nothing at all. Only the ball can take it.

So collecting one means steering the entire frame to put the ball on a path that crosses the orb — usually while at least one wide-open side is pointed somewhere you would rather it was not.

Missing costs you nothing. The orb drifts off the screen, is removed, and another is scheduled later. There is no penalty for letting a bad one go, which makes ignoring the greedy ones a real strategy rather than a concession.

Levels, rating and bands

Two separate numbers, and they are easy to confuse. Levels are a record of time put in: every run pays a point of experience a second, plus ten for finishing at all, so even a four-second run moves the bar. Levels cost more as they go — a hundred for level 2, two hundred more for level 3, three hundred more for level 4 — they only ever climb, and new ones unlock new backdrops.

Your rating is how well you play, and it moves both ways. Surviving about ninety seconds is par: beat that and it climbs, fall short and it drops. The game serves a difficulty to match it, which is why the frame collapses in three minutes for one player and ninety seconds for another.

BandRating
Rookiebelow 840
Amateur840 and up
Skilled1080 and up
Pro1320 and up
Elite1560 and up

You are promoted the moment you cross a line and have to fall fifty back below it to be demoted, so a rating sitting on a boundary does not bounce you about. Best time and best bounces are kept per band, so a promotion never means chasing a record you set at an easier setting.

Trophies and the boards

There are 118 trophies. Some are for a single run, some for lifetime totals, some for coming back the next day. They arrive mid-run on a card that flies past without stopping the game and collect in a row under the plaques. Awards is what you hold, one card each; the Gallery, reached from Awards, is the whole catalogue with the ones you have not won dimmed rather than hidden, so you can see what the game wants from you.

Three global boards sit behind the Scores icon: Time ranks the longest run, Bounces the highest count, and Trophies the biggest shelf — a total that only ever climbs. Your own row is always shown, wherever it ranks, at its true position rather than renumbered to fit. The heading reads GLOBAL SCORES over real players and BEST SCORES over the game's own five fixed rivals, so the two are never confused.

The game names you the first time it runs and never asks for anything else. What that means for your data is in the privacy policy.

Getting further

  • Play the corners. They never decay. Keeping the ball working across a corner is the most reliable surface in the game, especially late.
  • Move the frame, not your expectations of the ball. The most common way to lose is chasing where the ball is instead of putting wood where it is going.
  • Short drags beat long ones. Big sweeps rotate which opening faces the ball's path, and that is usually what kills a good run.
  • Let the berries ripen. They are worth five times as much at full size and they are not going anywhere. A gust, by contrast, is gone in seconds.
  • Turn down a bad orb. Missing is free. An orb sitting behind your widest gap is not worth 4%.
  • Watch the side you cannot see. The opening that ends the run is almost never the one you were looking at.