
Aim the launcher. Drop the ball. Clear the orange cores.
Thirty-second rounds, one thumb, portrait. Every shot is a real physics simulation — the cascade is the whole point. Six sectors, 180 levels, and an endless run waiting at the end of them.
Four peg colours, one glance, and you know the plan.
The objective. Clear every one of them and the level is done.
The road there. Points, and the bounce that carries you to a core.
Fires the drone you picked before the drop.
The wildcard, worth more than the rest and moved every shot.
Pick one before the drop. Each bends the physics its own way.
Extends the aim preview through three bounces.
Splits the ball in two on a green peg.
Pulls the ball toward the nearest core.
Detonates, clearing everything nearby.
The ball wraps once from the bottom back to the top.
Lights every remaining core at once.
180 levels, thirty to a sector. Each one puts a new rule on the board.
Clearing the last sector is not the end of the game.
A run is a streak. Every board is harder than anything the campaign shipped, clearing one takes you a depth deeper, and losing one ends the run. The boards are drawn from the date, so everyone playing today plays the same descent — and it still runs offline.
Two global boards. One ranks the best single score of the week; the other ranks how deep players got in today's Trials — the fairest board in the game, because everybody on it climbed the same levels in the same order. Both reset, so the top stays reachable.
The boards are optional and so is being on them. Pick a name once and your score is public under it; skip it and you still see where you stand.
A peg-drop arcade with a real solver underneath.
Chain hits, trigger Supernova, and let one shot resolve into a chain you did not plan. Pegs fall after the shot settles, never mid-flight.
Portrait, one gesture to aim, one to drop. A round fits in a lift ride and a level never asks you to hold the phone with two hands.
The whole game runs on your device — the campaign, the endless mode, all of it. The cloud carries your save to the next phone and draws the rankings; nothing else ever waits on a network call.
Before a level ships, a headless copy of the same physics engine plays it two hundred times to certify that it can actually be cleared.
One rigid-body solver at a fixed step drives every bounce. The same shot from the same angle plays out the same way — the board is fair, the cascade is earned.
No banners, no interstitials, no rewarded videos — nothing in the game is an advertisement. Gameplay is measured with Firebase Analytics and nothing there is tied to your save. We do measure which of our own adverts brought you here, and on iPhone only if you allow it. Purchases are optional and the game does not need them.
Nova Blast is on the App Store and on Google Play — offline, no ads. There is no mailing list and nothing to sign up for, so if you have something to say about the game, write to us.