Mobile game Coming toiOSAndroid

An Orb mage commands a circle of luminous violet orbs above a ruined city.

A real-time multiplayer mobile game

Think fast.
Cast faster.

Every catch is power.
Every miss ages you.

A real-time magical duel on your phone, against friends. Orbs plummet onto your field. Catch one, then choose: recover life, or gather Spynn for your spells. The orbs keep coming.

See it in motion

Spynncaster in motion

Magic moves fast.
Keep up.

Thirty-two seconds of catches, misses, and the spells that cause them.

Meet the orbs
A first look32 seconds · Sound on

The Orbs

Your throw.
Their problem.

Several orbs can careen across the battlefield at once, bouncing off walls, one another, and obstacles. Catch them. Throw them. Feel the physics in every exchange.

Every cast carries your speed, your angle, your spin. Gather enough Spynn, and it carries a spell, too.

SpeedAngleSpin
Turn a catch into an attack
Dueling orb / carrying Spynn

The art of the duel

Your power begins
with a catch.

Your reflexes earn the power your strategy spends. Catch an orb, then make a snap decision: recover life, build Spynn, or spend it on a spell. In teams, your catch can power an ally’s next move.

01

Catch.

Read the orb. Time your touch. Catch it before it hits the floor to claim life or Spynn. Miss, and that bonus is gone. The orb is still yours to deal with.

02

Infuse.

Spend Spynn to load the orb with a spell. Hide it, multiply it, cloud the field, or set a trap.

03

Pass.

Every incoming orb must go sideways before it goes back. Send it off the left or right edge to a teammate, or around to yourself—even if you missed the catch.

04

Cast.

Flick it off the top of your screen at your opponent. Choose the speed and angle. Now it’s their catch to make.

Gameplay Details Explore the ten-part guided tutorial.

Four guilds. Four approaches to power.

How will you duel?

Four ways to make the other side miss.

Source / The power behind the play

Make magic work for you.

Protect your position, interfere with an opponent’s magical resources, and make the most of your own. Source rewards a player who sees the contest beneath the chaos.

Shield
Strip away selected spell effects and protect your team.
Anti Spynn
Drain an opponent’s supply of magical energy.
Clarity
Remove an opponent’s Shield to open the way for your spells.

Orb / The dangerous art of deception

Give them more to think about.

Hide an orb. Multiply the challenge. Bind orbs together with Adhesion. Orb magic makes every catch harder to read.

Invisibility
Hide an orb and make the next catch harder to read.
Hall of Mirrors
Multiply the orbs your opponent has to keep track of.
Adhesion
Make colliding orbs stick together, tangling their movement.

Field / Power that changes the battlefield

Change the ground rules.

Swallow the field in fog, shake it with an earthquake, or fill it with pestilence. Field magic makes the space around an opponent part of your attack.

Ghastly Fog
Cloud the battlefield and obscure incoming orbs.
Earthquake
Shake the field and disrupt your opponent’s rhythm.
Deathly Pestilence
Fill the battlefield with hazards that demand attention.

Sling / A little less time to react

Keep the pressure coming.

Fast throws and punishing spells demand attention. Sling puts speed to work, testing an opponent’s hands as much as their judgment.

Sling
Punish a missed catch when the orb strikes the floor.
Tripped Wire
Lay a trap that punishes a careless touch.
Contact Poison
Spread poison from orb to orb when they collide.
The Field mage draws on elemental power, surrounded by fog and a storm-lit sky.THE SPELLS / MAKE THEM MISS

16 spells. Four guilds. Countless decisions.

Make their next
catch harder.

Every spell changes the problem your opponent has to solve. Their hands still have to solve it.

Orb guild

Adhesion

Orbs collide and stick together. Familiar motion becomes a tangled challenge.

Orb guild

Hall of Mirrors

More orbs. More pressure. More to keep track of when every moment matters.

Field guild

Ghastly Fog

Obscure the field and test your opponent’s ability to stay composed.

Take your craft further

Two spells. One wicked idea.

As you advance, learn to combine two effects on a single orb. Find spells that work together, then find the moment to cast them.

Coming to iOS & Android

Bring your cunning.
Trust your hands.

The dueling begins soon. Get the launch email, and be ready to catch.