Gameplay captured from the public build on 8 October 2026.
The problem
Most software marketing in coworking is a feature page. A short, polished game is a different way to get someone to spend two minutes with a brand.
Why it matters
Physics games are unforgiving. Bodies that jitter, drift or tunnel through each other feel broken straight away, so the simulation and controls have to be tuned rather than just switched on.
What I built
Design and build.
Real rigid-body physics for every object, with stability, combos and level milestones
Keyboard controls on desktop and touch buttons on a phone
Hold-and-swap and four power-up slots
A local leaderboard, plus an optional global one on Supabase with row-level security
All art and sound generated in code, so it ships as a small static build
Where it stands
A public beta. The global leaderboard accepts scores straight from the browser, so it is not cheat-proof yet.