Boxscape

Reference

Trophies

All 118 of them, in the order they tend to arrive: the green ones a first evening brings, then the amber, then the gold — which are asking you to be good at the game rather than to have played it. Nothing here is hidden in the app either; the Gallery shows every trophy, earned or not.

Green

The ones a first evening brings. Most players hold all of these before they have thought about it.

Leaf Catcher

Blown

Catch ten windblown items in one run.

Windblown items cross the screen sideways on a slow sway and leave quietly at the far edge if nobody takes them. Ten in a run means intercepting a moving target ten times.

Ten off the wind.

On the Wind

Blown

Let one hundred windblown items blow past.

The game never penalises a leaf you let go. A hundred of them is simply a record of a hundred times the wind was not worth chasing.

The wind takes them anyway.

First Rally

Bounces

Bounce the ball ten times in one run.

Ten clean contacts with the wood. It sounds like nothing until you notice that every one of them was a decision about where the frame had to be a moment earlier.

Ten times the wood held.

Warmed Up

Bounces

Bounce the ball fifty times in one run.

Fifty bounces is roughly where the frame has degraded enough that the ball starts finding gaps on its own. Getting here means you have been steering, not just holding.

The rhythm sets in.

Century

Bounces

Bounce the ball one hundred times in one run.

Three figures in a single run. The ball is quicker than it was at the start and the walls are thinner, so the hundredth bounce is a good deal harder to earn than the first.

Three figures.

A Thousand Touches

Bounces

Bounce the ball one thousand times in total.

Counted across every run you have ever played. A thousand arrives quietly, usually somewhere in the middle of a run you were not thinking about.

They add up faster than you would think.

All Four Walls

Bounces

Hit all four sides in a single run.

Easy to do by accident and easy to miss entirely: a ball settled into a corner can rattle for a long time between the same two walls. This one asks you to use the whole frame.

Every wall, once.

First Pickings

Collectibles

Collect your first forest item.

Thirty-nine different things drift through the playfield and every one of them is collected by steering the ball into it, never by moving the frame over it. This is the first time that clicked.

The forest gives.

Gathering

Collectibles

Collect ten items in one run.

Ten detours from safety in a single run. Each one cost you position, and position is the only thing keeping the ball inside.

Ten small detours.

New View

Cosmetics

Unlock a background.

Backgrounds are the game's only reward for levelling, and they arrive at levels one, three, eight and fifteen. This is awarded for each of them.

Somewhere new to lose in.

New Wood

Cosmetics

Unlock a frame skin.

Seven alternate frame skins are already drawn and sitting in the project unused. The frame is the thing you look at and touch for an entire run, which makes re-skinning it the most felt reward the game could offer.

The thing you actually hold.

Redecorated

Cosmetics

Change your background for the first time.

The picker sits two screens deep, behind Settings and then Scenes, so finding it at all is most of the work. This is awarded for actually choosing something.

Found the picker.

That Was Quick

Curios

Lose the ball within three seconds of starting.

The ball launches at a random angle and occasionally that angle is straight out of a gap. Nothing you did, nothing you could have done — which is exactly why it deserves naming.

Well, that happened.

One and Done

Curios

Lose the ball on its very first bounce.

One contact with the wood and then out through a gap. Statistically it has to happen eventually; it still feels personal.

One bounce. One.

Read the Rules

Curios

Read the Help screen all the way to the bottom.

Help explains what each group of items is worth, what opens the frame and how a run ends. Almost nobody reads it twice; this is for reading it once.

Somebody read it.

Keen

Curios

Open the Best Scores board ten times.

Ten separate visits to check where you stand. The board is two taps from the menu, which makes this a measure of how much the number matters to you.

Checking again.

Catching Acorns

Falling

Catch ten falling items in one run.

Falling items drop from above and burst if they reach the ground. Ten caught in a run means you were reading the drop and moving the frame to put the ball underneath.

Ten caught before the ground got them.

Let Them Fall

Falling

Let fifty falling items reach the ground.

Not every nut is worth chasing. Fifty lost across every run is the mark of a player who has learned when the detour costs more than the item is worth.

Some are not worth it.

Impatient

Growing

Take a growing item at its smallest.

A sprout is worth the minimum. Taking one the instant it appears is either impatience or a very deliberate refusal to be baited into waiting.

Not waiting for anything.

Past the Legend

Leaderboard

Beat Box Legend's time.

The five local rivals are a fixed cast, identical for everyone, and deliberately not presented as other players. Box Legend is the gentlest of them and the first one you pass.

One down, four to go.

Past the Keeper

Leaderboard

Beat Nature Keeper's time.

The second rival. Their time is just under two minutes, which puts them past the point where the frame stops being generous.

Two down.

On the Board

Leaderboard

Appear on the global leaderboard.

The global board is real players, and the game says so plainly — it reads GLOBAL SCORES over real rows and BEST SCORES over the local cast, so the two are never confused. This is the first time your name is on the real one.

Among actual people now.

Word of Mouth

Leaderboard

Share a result.

The share button was cut from the Best Scores board because it had never been wired to anything. This trophy is here for when it is — the one place the game asks you to tell somebody about it.

Somebody had to hear about it.

Second Rung

Levels and XP

Reach level 2.

Levels come from time survived, not from bounces, so everyone climbs them at roughly the same rate whatever their skill. The second is the first one you earn.

The climb starts.

Fifth

Levels and XP

Reach level 5.

Each level costs a hundred experience more than the one before it, so the fifth already costs five times what the second did.

Steeper than it looks.

Ten Runs

Persistence and Habit

Play ten runs.

Ten attempts is about where the frame stops being confusing and starts being a thing you steer without thinking about it.

It starts to make sense.

Fifty Runs

Persistence and Habit

Play fifty runs.

Fifty runs is roughly an hour and a half of play, and enough for the rating to have settled on a fair estimate of you.

The game knows you now.

Busy Day

Persistence and Habit

Play ten runs in one day.

Ten in a sitting, or ten across a day. Either way it is the shape of a game that is easy to start again.

One more go.

Welcome Back

Persistence and Habit

Come back after a week away.

Awarded for returning, not for staying. Seven days of not playing and then one more run.

The forest waited.

Amateur

Skill, Rating and Bands

Play your first rated run as an Amateur.

Amateur is where the game starts everyone, not somewhere you climb to — PlayerRating begins at 1000 and that is the Amateur band. What this marks is the first run the rating actually watched, after which the difficulty you are given is yours rather than the default.

Where everyone starts.

Skilled

Skill, Rating and Bands

Reach the Skilled band.

The middle band. Reaching it means the game has watched enough of your runs to decide you are better than average and has quietly made everything harder to match.

The game raises its estimate.

Fifteen Hundred

Skill, Rating and Bands

Reach a rating of 1,500.

Everyone starts at 1,000 and the scale runs from 400 to 2,400. Fifteen hundred is the first clear sign the curve is moving in your favour.

Above the line you started on.

First Steps

Survival

Finish your first run.

Everyone starts here. The frame goes up, the ball drops in, and sooner or later it slips out through a gap — and that is a completed run, not a failure. This one is awarded for finding that out.

Every forest was once a single acorn.

Half a Minute

Survival

Survive 30 seconds in a single run.

Thirty seconds is about as long as the frame stays generous. Past it the openings have widened enough that keeping the ball in stops being luck.

The wood holds, for now.

One Minute

Survival

Survive one minute in a single run.

A minute in, the frame has lost a good share of its wood and the ball is noticeably quicker. This is the first run most players are pleased with.

Long enough to start paying attention.

An Hour in the Woods

Survival

Survive one hour in total across every run.

Counted across every run you have ever played, winning or losing. A slow number that rewards nothing but coming back.

It adds up.

Old Favourite

The Collection of 39

Collect the same item fifty times.

Nothing to do with skill: the forest simply keeps offering the same thing and you keep taking it. Fifty of one kind is a long acquaintance with a single acorn.

That one again.

Half Gone

The Frame, and its Decay

Survive fifteen seconds with the frame more than half open.

The openings widen the whole time a run lasts. Past halfway the frame stops being a box with holes in it and becomes four separate planks you are steering as a group.

More gap than wood.

The Long Haul

The Frame, and its Decay

Drag the frame a total of one hundred metres.

Every run is a few metres of finger travel. A hundred of them, added up across every run, is a quiet measure of how much of this game you have actually played.

It all has to be dragged somewhere.

First Light

The Golden Orb

Collect your first golden orb.

The orb is the only thing in the game that gives the frame its wood back. Everything else you can catch pays you in bounces; this one pays you in more game.

The first bit of wood you ever got back.

Three Lights

The Golden Orb

Collect three golden orbs in one run.

Three orbs in a single run means the run went long enough for three to spawn and you steered the ball onto every one of them without losing it in the meantime.

Three times the wood came back.

Let It Go

The Golden Orb

Let an orb drift off the screen uncollected.

Orbs burst at the edge of the playfield if nobody fetches them. Sometimes the detour is not worth the risk and letting one go is the right call — this one is awarded for making it, not for failing.

Some things are not worth the trip.

Amber

The middle. Each of these asks for a run that went somewhere, or for a habit rather than an afternoon.

Same Gust

Blown

Catch two items travelling in the same gust.

Windblown items arrive in clusters that all blow the same way. Taking two out of one cluster means crossing the ball back through the wind rather than following it.

Two from one wind.

Long Rally

Bounces

Bounce the ball two hundred and fifty times in one run.

By two hundred and fifty the frame has very little wood left to offer, which makes a long rally less about reaction and more about keeping the ball where the wood still is.

Still going.

Personal Best

Bounces

Beat your own best bounce count.

Measured against the record for the band you are playing in, so the bar rises with you rather than being cleared once and forgotten.

Your own number, beaten.

Ten Thousand

Bounces

Bounce the ball ten thousand times in total.

Ten thousand contacts is a long acquaintance with the same piece of wood. There is no skill threshold here, only persistence.

A long acquaintance.

One Wall Twenty

Bounces

Hit the same side twenty times in a row.

Twenty consecutive contacts with one wall and nothing else. It usually means the ball is pinned in a shallow angle against a single plank, which is either very good control or a very lucky corner.

The same plank, twenty times over.

Forager

Collectibles

Collect twenty-five items in one run.

Twenty-five is a run spent hunting rather than surviving. It means the ball went where the food was, and the frame had to follow.

The ball goes where the food is.

One of Each

Collectibles

Collect an item from all three groups in one run.

The three groups behave completely differently: one falls, one blows sideways on the wind, one grows in place. Taking one of each means reading all three kinds of movement in the same run.

Falling, blown and grown.

Curator

Cosmetics

Unlock all four backgrounds.

The complete set, which arrives at level fifteen. It is the end of the game's current reward curve — there is nothing further to unlock after this one.

All four, hung.

Seen Them All

Cosmetics

Play a run on every background.

Unlocking a painting and actually playing on it are different things. This one asks you to have spent a run in each of the four forests rather than just owning them.

Played, not just owned.

Silent Treatment

Curios

Play a full run with music, sound and haptics all off.

Every switch in Settings turned off, and a whole run played in silence. The game is mostly sound design at speed, so this is a genuinely different experience of it.

Nothing but the picture.

Off the Floor

Falling

Catch a falling item within a ball's width of the ground.

The lowest possible catch. The item is one frame from bursting and the ball arrives anyway — which usually means the frame was already committed to somewhere much safer.

A hair off the floor.

Ripe

Growing

Take a growing item at full size.

Growing items sprout small and swell for fourteen seconds, and they pay from one up to five depending how far along they are. A full-grown one is the maximum, and it costs you fourteen seconds of not taking it.

Worth the wait.

Full Term

Growing

Let one grow the whole fourteen seconds before taking it.

The full growth cycle, start to finish, without anything interrupting it. Fourteen seconds is a long time to leave something alone in a game this fast.

Left alone the whole way.

Past the King

Leaderboard

Beat Bounce King's time.

The middle rival, and the one whose name says what they are for: their bounce figure is the hardest of the five to pass on the bounces board.

The middle of the pack.

Top Hundred

Leaderboard

Reach the global top one hundred.

The first genuinely competitive rung. Everything below this is participation; this is placing.

Placed, not just present.

Tenth

Levels and XP

Reach level 10.

Ten levels is somewhere around forty or fifty runs. The curve is arithmetic, so the tenth costs nine hundred more experience than the second.

Forty runs in, give or take.

The Last Painting

Levels and XP

Reach level 15.

The level the fourth and final background unlocks at. Everything past this point currently gives the player nothing new, which is exactly why the trophies above it matter.

The last thing the game had to give.

Big Haul

Levels and XP

Earn five hundred experience in a single run.

Experience is survival seconds plus a small completion bonus, so five hundred in one run means roughly eight minutes alive — far beyond the longest survival trophy.

One run worth five.

Seven Days

Levels and XP

Earn experience on seven consecutive days.

Not seven runs but seven days, one after another. The only trophy in this category that cannot be earned in a single sitting however long you play.

Seven days running.

Hundred Runs

Persistence and Habit

Play one hundred runs.

Three figures. Around here is where the last background unlocks, which is to say where the game currently stops having anything new to show you.

Three figures of trying.

Seven Days

Persistence and Habit

Play on seven different days.

Seven separate days, not seven runs. It is the only kind of trophy a long session cannot buy.

Seven separate days.

All Comers

Persistence and Habit

Play a run in every band.

Bands are assigned by rating, so playing in all five means having been both worse and better than you are now. It is a record of the whole journey rather than of its best moment.

Every version of you.

Pro

Skill, Rating and Bands

Reach the Pro band.

The fourth of five. By here par is a genuinely fast frame and a genuinely quick ball, and the ninety seconds it is calibrated to are ninety hard seconds.

Par gets expensive.

Two Thousand

Skill, Rating and Bands

Reach a rating of 2,000.

Two thousand out of a possible 2,400. The difficulty the game hands you at this rating is close to the hardest it knows how to make.

Near the top of the scale.

Back Up

Skill, Rating and Bands

Win back a band you had dropped out of.

Bands have hysteresis: you fall out of one more easily than you climb back into it. Getting a band back after losing it means clearing a higher bar than the one that let you in originally.

Down is easier than up.

Two Minutes

Survival

Survive two minutes in a single run.

Two minutes is past par for most ratings. By here the golden orb is not a bonus but the only reason there is any wood left to bounce off.

The orb stops being optional.

Three Minutes

Survival

Survive three minutes in a single run.

Three minutes of a frame that has been coming apart the whole time. Very few runs get here without the player having earned every second of it.

Mostly gaps by now.

On Par

Survival

Survive 90 seconds — par for your rating.

Difficulty in this game is defined as the setting at which a player of your rating lasts ninety seconds. Reaching it means you played exactly as well as the game currently thinks you can. Everyone gets here eventually; nobody gets here early.

The game's own estimate of you, met.

New Best

Survival

Beat your own best time.

Not a fixed number but your own: the only trophy whose bar moves every time you clear it. It is awarded against the record for the band you are playing in, so improving does not quietly get harder to notice.

The only rival who keeps up.

Five Hours

Survival

Survive five hours in total across every run.

Five hours of held breath. At an average run of a minute or two that is well over a hundred attempts, which puts this among the quieter long-haul trophies.

Still adding up.

Field Guide

The Collection of 39

See all thirty-nine forest items at least once.

The game ships thirty-nine different things and picks from them at random, so simply meeting all of them takes a long time. Seeing is not catching — this one only asks that the forest showed you everything it has.

Every one of them, met.

Set Complete

The Collection of 39

Collect every item in one group.

Awarded once per group, so three times in all. Each group has its own movement, so completing one is a claim about having learned that movement rather than about luck.

One whole family.

Threadbare

The Frame, and its Decay

Survive fifteen seconds with the frame more than seventy percent open.

At seventy percent there is more air than wood on every side. Keeping the ball in stops being about walls and becomes about putting the few planks left exactly where it is going.

Four planks and a lot of air.

Through the Corner

The Frame, and its Decay

Lose the ball diagonally through a corner gap.

The frame has no dedicated corner pieces — they were deliberately removed — so at high degradation two adjacent sides can both stop short of the same corner and leave a diagonal hole. Losing the ball through one is a specific, slightly unfair-feeling death, and it deserves naming.

Not a wall in sight.

Never Cornered

The Frame, and its Decay

Play a whole run without the frame touching a screen edge.

The frame is clamped so it can never leave the playable area, which means the edges are free walls to lean on. Refusing them for a whole run means every save was made in open space.

No walls to hide behind.

Five Lights

The Golden Orb

Collect five golden orbs in one run.

By the fifth orb the run is long, the frame has been rebuilt more than once, and the ball is moving fast enough that detouring onto an orb is a genuine risk.

Rebuilt, and rebuilt again.

Quick Hands

The Golden Orb

Collect an orb within two seconds of it appearing.

Orbs drift in from the edge of the playfield. Taking one within two seconds means the ball was already heading that way — either very good reading, or a very lucky angle.

Caught before it settled.

Gold

The hardest. Several of these are asking you to be good at the game rather than to have played it.

Last Breath

Blown

Catch a windblown item in the last second before it leaves.

Leaves exit quietly and uncounted, so nothing punishes you for missing one. Catching one at the very edge is a decision nobody forced you into.

Caught on the way out.

Five Hundred

Bounces

Bounce the ball five hundred times in one run.

The top of the single-run bounce ladder. Five hundred contacts on a frame that has been coming apart the entire time is among the hardest things the game asks for.

Five hundred times the wood was where it needed to be.

Hundred Thousand

Bounces

Bounce the ball one hundred thousand times in total.

The largest number in the game. At a few hundred bounces a run this is the work of hundreds of runs, which is the point: it is the trophy for having played Boxscape rather than for any single thing done in it.

The long count.

Pinball

Bounces

Bounce ten times inside a single second.

Only possible with the ball trapped in a narrow corner of a nearly-closed frame, hammering between two walls. It is the loudest the game ever gets, and it is over in a second.

Ten in the time it takes to say it.

Featherlight

Bounces

Survive thirty seconds with fewer than ten bounces.

The opposite of every other trophy on this shelf. Thirty seconds of the ball crossing wide open space and barely touching anything, which takes a frame steered to stay out of its way.

Barely there at all.

Harvest

Collectibles

Collect fifty items in one run.

Fifty items means a very long run in which almost every drifting thing was taken. At that point the playfield is emptier than the game intended it to be.

The forest floor, swept.

A Thousand Gathered

Collectibles

Collect one thousand items in total.

Counted across every run ever played. A thousand separate small decisions to go and get something.

A thousand small yeses.

Clean Line

Collectibles

Collect five items without the ball touching a wall between them.

The ball normally spends its life ricocheting. Five collections in a row without a single wall contact means it crossed open space the whole way, steered entirely by moving the frame out of its path.

Straight through the middle.

Full Set

Cosmetics

Unlock all seven frame skins.

Every skin the game has. Since the frame is on screen for every second of every run, this is the completion trophy with the most to actually show for it.

Every plank in the shed.

On the Nose

Curios

Finish a run with exactly one hundred bounces.

Not ninety-nine and not a hundred and one. There is no way to aim for this except to stop playing well at precisely the right moment.

Exactly, for once.

All the Same

Curios

Finish a run at 1:11, 2:22 or 3:33.

A time made of one repeated digit. Purely decorative, entirely luck, and the sort of thing somebody will screenshot.

The clock agreed with itself.

Clean Sweep

Falling

Let nothing fall to the ground for a whole run.

Every falling item that lands bursts, visibly and audibly. A whole run with none of them lost means you never once decided a nut was not worth the trip.

Nothing hit the ground.

Patience

Growing

Take five fully-grown items in one run.

Five separate fourteen-second waits in a single run, on a frame that is decaying the entire time you wait. This is the trophy for playing the long game while the game plays a short one.

Five times over, waited out.

Mushroom Season

Growing

Have three growing items on screen at once.

Three at once means none of them has been taken and all three are still ripening. It is the greediest the playfield ever gets, and every one of them is a decision waiting to be made.

All ripening at once.

Ahead of the Pack

Leaderboard

Beat every local rival on both boards.

All five, on time and on bounces. It is the end of the offline chase — past this point the only thing left to climb is the real global board.

Nobody local left.

Top Ten

Leaderboard

Reach the global top ten.

Ten places in the world. At this level the difference between rows is a few seconds of a frame that has almost nothing left of it.

Ten in the world.

First

Leaderboard

Reach the top of the global board.

One row, one player, no argument. The single hardest thing the game can be asked for, and the only trophy that somebody else can take away from you.

The only one of its kind.

Held a Week

Leaderboard

Hold a global top-ten place for a week.

Getting there is one run. Staying there is everyone else failing to pass you for seven days, which is not something you can practise.

Seven days undisturbed.

Twenty-Fifth

Levels and XP

Reach level 25.

Well past the last unlock. From here the number is the reward, which makes it an honest measure of time spent rather than a gate in front of anything.

Past the end of the rewards.

Fiftieth

Levels and XP

Reach level 50.

Ten and a half thousand experience is level fifteen; level fifty is more than a hundred and twenty thousand. This is the long, quiet end of the curve.

The long end of the curve.

Double Up

Levels and XP

Level up twice in one session.

Two level-ups without putting the game down. Early on that is easy; once the curve steepens it means a very long sitting indeed.

Twice in one sitting.

Five Hundred Runs

Persistence and Habit

Play five hundred runs.

Five hundred separate attempts at keeping one ball inside one box. There is no skill claim here at all, only the count.

Five hundred goes.

A Thousand Runs

Persistence and Habit

Play one thousand runs.

The largest count in the game. A thousand runs at a minute or two each is a genuine commitment to a very small idea.

A thousand times over.

Thirty Days

Persistence and Habit

Play on thirty different days.

A month of days with a run in them. Nothing about skill, everything about the game having earned a place in the gaps of your day.

A month of small returns.

Elite

Skill, Rating and Bands

Reach the Elite band.

The top band. There is nothing above it and nothing easier waiting if you slip — the rating that got you here can fall again.

Nothing above this.

Unshakeable

Skill, Rating and Bands

Hold Elite across ten consecutive runs.

Rating falls when you play badly, so Elite is not a place you arrive at but a place you keep having to defend. Ten runs without dropping out of it is a different claim from getting there once.

Held, not just reached.

Ceiling

Skill, Rating and Bands

Reach the maximum rating of 2,400.

The top of the scale. There is no harder difficulty for the game to give you and no higher number to reach; from here the only thing left is holding on to it.

The end of the scale.

Every Band

Skill, Rating and Bands

Set a record in all five bands.

Records are kept per band, so this asks you to have played and excelled at every difficulty the game offers — including the easy ones you have long since left behind.

A mark in every one.

Five Minutes

Survival

Survive five minutes in a single run.

The longest survival trophy in the game. At five minutes the frame is near its solid floor and the ball is at full speed; this is the ceiling of the survival ladder.

There is almost nothing left to hide behind.

Three in a Row

Survival

Beat your best time three runs running.

One better run can be luck. Three consecutively, each beating the last, is the curve moving — and since the difficulty rises with your rating, the third is genuinely harder than the first.

Not luck any more.

Unaided

Survival

Survive one minute without ever recovering wood.

The golden orb is the only thing that gives the frame its wood back. A minute without touching one means the frame you finished on is the frame you were given, only smaller.

No second chances taken.

A Full Day

Survival

Survive twenty-four hours in total across every run.

A whole day of survival time, accumulated a minute at a time. The longest number in the game, and the only one measured in days.

A day spent keeping a ball inside a box.

The Whole Forest

The Collection of 39

Collect all thirty-nine forest items at least once.

The completion trophy the game currently ships a collection for and never asks anyone to finish. Thirty-nine different things, each caught at least once, across however many runs that takes.

Nothing left uncaught.

Bare Bones

The Frame, and its Decay

Survive fifteen seconds with the frame more than eighty-five percent open.

Almost nothing left. Fifteen seconds at this degradation is close to the hardest thing in the game, because there is barely any surface left for the ball to come off.

Four splinters and hope.

The Last Splinter

The Frame, and its Decay

Reach the frame's maximum degradation.

The geometry guarantees a two percent solid floor — the frame can never open completely. This is awarded for driving it all the way down to that floor, the least wood the game will ever give you.

The floor of the thing.

Stone Still

The Frame, and its Decay

Survive thirty seconds without moving the frame at all.

No dragging, no corrections, no help. Thirty seconds of the ball doing whatever it likes inside a frame that never moves to meet it — which means it is almost entirely luck, and that is exactly why it is worth a trophy.

Hands off.

Ten Lights

The Golden Orb

Collect ten golden orbs in one run.

Ten orbs is a very long run kept alive almost entirely by them. At this point the orb is not a bonus at all — it is the only reason the frame still exists.

The frame lives on light.

Lantern Keeper

The Golden Orb

Collect one hundred golden orbs in total.

Counted across every run. A hundred orbs is a hundred separate decisions to leave a safe position and go and fetch something.

A hundred small rescues.

Rebuilt

The Golden Orb

Recover from more than eighty percent open back below forty.

The deepest hole the game lets you climb out of. Above eighty percent the frame is barely there; getting back under forty means catching orb after orb while steering a ball through almost nothing.

It can be put back.