Giga-Ball Sneak peek

Version 1.3

The biggest update since the game came out: a second endless mode, a challenge that changes every day, and a field full of bricks that do things. Arriving alongside iOS 27, in a month or two.

New mode

Endless Mayhem

Endless mode, let off the leash. The field descends as it always did, but now the bricks fight back: they fall, wander, spin, explode, refill their neighbours and open portals across the screen. New power-ups act on the paddle rather than the ball, and there are enough of them that no two runs go the same way.

22 new power-ups Portals Moving bricks Its own leaderboard
Screenshots coming soon
New mode

Daily Challenge

One level, one run, the same for everybody, every day. A day picks a mode, a level and a couple of twists - Fog of War hides the field until you hit it, Drought makes power-ups scarce, One Life means what it says - and your first attempt is the one that counts. Play it again afterwards as much as you like; those runs are practice, and are labelled as such.

A new day at midnight Twists One scoring attempt Daily leaderboard
Screenshots coming soon
New bricks

Bricks that are not rectangles

A brick is now two things: what it does when the ball arrives, and what it is like. Those are independent, so any behaviour can wear any style - which is how you get a spinning indestructible brick, an obstacle you cannot remove that shows you a different angle every time the ball reaches it.

ConvexA dome. Off-centre hits leave wider than they arrived - it scatters.
ConcaveA dish. Hits near an edge are turned back inward - it collects.
WedgeA right triangle. Everything reaching the slope leaves the same way.
RoundedA rounded body, so glancing hits deflect unpredictably.
SpinningTurns on the spot, and the bounce angle turns with it.
FlashingAlternates between solid and passable. Timing, not aim.
GravityFalls into the empty cells below it as the field is cleared.
MovingWanders about within its own patch of the field.
DirectionalOnly takes damage from one side. Get underneath it.
ExplodingTakes its eight neighbours with it.
SpawnerFills its empty neighbours when destroyed. Not a favour.
PortalNever damaged. Sends the ball out somewhere else entirely.
Big and TinyBricks of four cells, and quarter-cell bricks that hide in the gaps.
Screenshots coming soon
New power-ups

Twenty-two more ways to change a run

The existing twenty-eight are untouched. These are new, and a good third of them are working against you - green awards points and helps, red deducts and does not. Most run on a clock, and a second one of the same kind extends it rather than starting it over.

Wrap-AroundLeave one side, arrive at the other - and the paddle wraps too, so the corners stop being safe.
Portal PaddleA ball entering the paddle comes back in at the top, still travelling sideways.
Aimed StickyThe ball is held; drag to choose the launch angle. Let go without dragging and nothing changes.
Ball SteeringMove the paddle and the ball follows it through the air.
MagnetismCurves the ball back towards the paddle, and weakens the further away it is.
Wrecking BallDestroys any brick in one hit, whatever it is - and still bounces off it.
Laser BeamA sustained beam that clears a whole column. One beam per ball in play.
CullDestroys half of what is left, chosen at random. Worth most exactly when things are worst.
AuraA glow twice the ball's size that destroys whatever it touches.
Paddle HaloA semicircle of light thrown up from the paddle into the lower rows.
Lock and KeyLock freezes every timer you have running. Key starts them again - and only drops while a Lock is on.
Trajectory LineDraws the ball's path ahead, bouncing off the walls, stopping at the first brick.
Landing MarkerMarks the spot where the ball will cross the paddle's line.
Clear and RetreatDestroys the lowest row and pushes the whole field back up one.
DescentThe field comes down continuously while it runs. Bricks pushed off the bottom score nothing.
Multi-BallUp to four at once, and the run continues while any one of them is still up.
Reversed ControlsThe paddle goes the other way. Bad.
Inert PaddleThe paddle stops affecting the bounce angle at all. Bad.
Flipped AngleThe paddle's influence on the angle is inverted. Bad.
Randomised BounceEvery bounce gains a random offset. Bad.
InfillPuts bricks back into empty cells. Very bad.
WipeEnds everything you had running. Will not shift a Lock.

And the rest of it

Smaller things, mostly asked for by the people who play it.

Ring timers

Power-up timers moved from a bar under each icon to a ring around it, so you can read what is running at a glance.

Run stats

Every endless run now ends with its own numbers: height, time, paddle hits, bricks destroyed, and which power-ups you kept missing.

Recents

Pause mid-run and the reference pages show what you have actually collected this run, and what each one did.

New menus

Every mode has its own menu with the right leaderboard on it, and a finished run returns to the one it started from.

Carry on

Close the app mid-run and it picks up where you left off, daily challenges included.

Scores that count up

Finish a level or a run and the numbers tally up to where they landed, with the ticking to match.