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.
A real-time multiplayer mobile game
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.
Spynncaster in motion
Thirty-two seconds of catches, misses, and the spells that cause them.
Meet the orbsThe Orbs
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.
The art of the duel
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.
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.
Spend Spynn to load the orb with a spell. Hide it, multiply it, cloud the field, or set a trap.
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.
Flick it off the top of your screen at your opponent. Choose the speed and angle. Now it’s their catch to make.
Four guilds. Four approaches to power.
Four ways to make the other side miss.

Controls the Spynn you’ve earned, and theirs.

Makes the catch harder to read.

Disrupts the space you have to catch in.

Fast, targeted orbs that punish slow hands.
Source / The power behind the play
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.
Orb / The dangerous art of deception
Hide an orb. Multiply the challenge. Bind orbs together with Adhesion. Orb magic makes every catch harder to read.
Field / Power that changes the battlefield
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.
Sling / A little less time to react
Fast throws and punishing spells demand attention. Sling puts speed to work, testing an opponent’s hands as much as their judgment.
THE SPELLS / MAKE THEM MISS16 spells. Four guilds. Countless decisions.
Every spell changes the problem your opponent has to solve. Their hands still have to solve it.
Orbs collide and stick together. Familiar motion becomes a tangled challenge.
More orbs. More pressure. More to keep track of when every moment matters.
Obscure the field and test your opponent’s ability to stay composed.
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
The dueling begins soon. Get the launch email, and be ready to catch.