Controls
Press anywhere on the field, drag away from where you want to go, and release. The probe launches in the opposite direction of your drag, like a slingshot; a longer drag means a faster launch. A short line of dots shows the first moment of the flight, and that preview gets shorter in later worlds.
| Action | Touch or mouse | Keyboard |
|---|---|---|
| Aim and launch | Drag, then release | |
| Fire the thruster (World 5 on) | Tap during flight | Space |
| Reset the shot | Reset button | R |
| Pause | Pause button | Esc |
| Next level | Next button | Enter |
| Mute all sound | Speaker button | M |
Stars, par and medals
- 1 star: reach the gate.
- 2 stars: collect every fuel cell on the way.
- 3 stars: collect every cell within par, the number of launches shown at the top of the screen.
Stars open new worlds (World 2 needs 15 stars, World 8 needs 135) and unlock probe skins and trails in the Hangar. Every level also has a dev time, the fastest three-star flight the solver found. Match it within 35% for gold, within 80% for silver, or simply finish with every cell for bronze; equal it to earn the dev medal.
Mechanics, world by world
| World | New idea | How it behaves |
|---|---|---|
| 1 · Low Orbit | Planets, fuel cells | Planets pull the probe toward them; touching one ends the shot. Swing around them instead of flying straight. |
| 2 · Moon Belt | Moons, repulsors | Moons orbit their planet, so the moment you launch matters. Repulsors push instead of pull: bend away from them. |
| 3 · Deep Field | Black holes, wormholes | Black holes pull hard and have no surface, so stay wide. Wormholes: enter one ring and leave the other at the same speed and heading. |
| 4 · Nebula | Solar wind, switches | Solar wind pushes everything inside its band. Some gates stay closed until the probe passes over a switch. |
| 5 · Binary Stars | Thrusters, pulsing wells | Tap once during flight to fire a thruster along your heading. Pulsing wells switch their gravity on and off: watch the ring. |
| 6 · Event Horizon | Everything, remixed | Earlier mechanics combined, with a shorter aim preview. |
| 7 · Asteroid Belt | Rock fields | Asteroids pull weakly but crowd the sky. Thread the gaps. |
| 8 · Core Collapse | Collapsed stars | Collapsed stars pull from far away. Stay wide and let them bend you, alongside every earlier mechanic. |
Tips for one-launch clears
- Read the field before you drag. Find the gate, then work backwards: which planet can bend you toward it?
- Use gravity, don't fight it. The best lines pass close to a planet and let it turn you. Aiming straight at the gate rarely works.
- Change one thing at a time. The physics is deterministic, so the same launch always flies the same path. Adjust only angle or only power between tries.
- Watch your last line. Your previous shot stays on screen as a ghost, and your best flight on each level is shown too. Compare and correct.
- Mind the timing. Moons and pulsing wells keep moving while you aim. Release when they are where your line needs them.
- Stay wide of black holes. They have no surface to bounce off; a close pass swallows the probe.
- "So close" means close. When the game says you missed by a few pixels, a tiny adjustment is all it takes.
- Stuck? After five misses you can show the start of a winning line or skip the level. Every level has a solver-verified three-star solution.
Daily Orbit
Each day brings one generated level that is the same for every player in the world, built from the date. It always has a verified solution. Dock in as few launches as you can, keep your daily streak going, and share the spoiler-free result card. Today's Daily Orbit.
Gauntlet
Gauntlet is an endless run of generated levels that get harder as you go. You have three lives; a missed shot costs one, and every fifth orbit cleared gives one back. Score more by collecting cells and docking on the first launch.
Common questions
Progress is saved in your browser, works offline after the first visit, and needs no account. More answers on the support page.