
Experience the zen and skilful world of SPiNG. With only one button, swing through hundreds of hand-crafted levels in a joyful game of flow.
Modeled estimate, not a reported figure. How we estimate →
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About
A joyful game of flow.
Experience the zen and skilful world of SPiNG. It's like a fidget spinner for your brain.
With one button controls you can play flow through 1000+ hand-crafted levels with one hand, foot or whatever.
Note: The optimal way to play the game is with a giant arcade button from 8bitdo (not sponsored). You can use SPACE or mouse button or customize another controller to press the button. As long as it has the ability to "hold"

SPiNG! is a game for when you want to fill a few minutes or hours of play and just let your mind enter that flow state.
Levels take between 15-60 seconds to complete.
All hand designed and filled with a lot of love from our team of level designers over the 2 years we spent updating the game after it's initial release on Apple Arcade.
Here's a breakdown; as 1000+ levels sounds like we've just filled it with lots of filler. But there's a lot of killer here:
288 Classic Levels
These unlock in sequence. These levels are the design teams vision. It starts simple enough and new mechanics introduced over time.
288 x Lost levels
This is all the levels that would have broken the flow with sudden spikes of difficulty or just the level is too weird. So we added them here and the hard ones can be skipped as they unlock all at the same time.
360 x Rush Levels
Wish Rush levels it's all about speed. So to achieve 3 Star you need to beat the target time AND collect all the gems. So adds a new way to see the levels. You'll be replaying to shave a few hundreds of a second off if you're the type of 3 star or nothing person.
54 x One Chance Levels
On these levels the anchor disappears once you let go. So you really need to think about how you approach each level
126 x Play Perfect Levels
Levels that every tap counts, so fine-tune your moves and perfect each level.
The other levels have a lot of leeway and you can sometimes mess your way through. Not these levels this is unlocked much further in the game and for the expert players
18 x Lab levels (Experts Only)
that are even more weirder/harder than the "Lost" Levels. By the time players had worked through all the levels they wanted more of a challenge so here's 18 where the designers went full evil
We also have "HYPER" versions of all 288 Classic levels
This is the levels played at a 1.3x speed. All levels needed to be tuned and tested to allow for this but it's a way for those that get really good at the game and then want "MO POWA BABEH!"
Once you go HYPER! everything else will seem too slow
Zen Level
This is one endless procedural level to let you just mindlessly swing around and collect stuff. No timers, no goals just you zoning out.
Look if that wasn't enough we also have;
One Life
You have 1 life and we string together random levels you have unlocked previously to see how long you can go. Compare your top score with friends or the person next to you on the bus.
Endless Mode!
How long can you survive? Never-ending, procedurally generated levels to test your patience, dexterity and endurance.
Each day we have three different challenges to get the fastest time. Miss a gem and add 5 seconds. These challenges use random levels and is for those that just want to have a small challenge everyday for < 5 min.
We have either visual themes, each one with unique a soundtrack by award-winning composer Stafford Bawler. He worked on Monument Valley among many other games.
Some of the themes were designed by awesome collaborators as seen below.



Every level adjusts to the theme you choose. Here's a montage!
70+ unique characters to unlock. They all do the same thing but hey sometimes you want to be a frog.

Allowing for no repeats of any levels because you're a wiz there's at least 10hrs of game here. But you can tackle that in < 5 min blocks of time and still have a great time.
We feel the game will be perfect fit for the Steam Deck and waiting for it to be verified.
We spent over 2 years crafting levels for this game and also built a very robust level editor in the process. We may even release the level editor in the future! But that requires a lot more work in the front and back we're not able to do right now.
From the team that brought you Moving Out 1 & 2, No Way Home, Thumb Drift, One More Line, OTTTD and RISK: Global Domination.
SP!NG? NO, it's SPiNG now as we learned our lesson. Not SPIN or SLING or even SPRING. (We do have Springs in the game though)
Combining the words Spin and Swing.
Pro-dev tip don't use ! in your game's name. It breaks all the search fields and you just end up in the lost area of the internet.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
很有趣,但真的很难很难很难很难……
One might come to the conclusion this plays like a mobile game, and they may be right, but that shouldn't take away from what this game has to offer! If I want something easy, relaxing, with little commitment... I boot this up. I carry on with whatever else I have to play in my library, and then circle back to SPiNG when I need a break from everything. I barely even scratched the surface when it comes to the amount of content being offered here. I don't feel bothered to rush through it either. It's nice to have a leisurely experience I can play at my own pace from time to time.
amazing game, fun and entertaining. cool game
Related
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Dutch, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese +2 more
Hours played at review time, across 28 reviews with recorded playtime.
Genuinely one of the best designed games of all time and I don't use that accolade lightly
great on steamdeck.. colorful. very pretty.. puzzles are good! its satisfying. has a lot of nice polish for what it is... recommended!
游戏名《sping》直译是旋转,实际上就是玩个球,游戏回归极简主义,用单按钮操作打造了一款纯粹物理谜题的旋转跳跃游戏,整体的光线色泽也是简洁大方,有一种禅意,在玩家眼睛牢牢盯着球的时候,也能感受到炫彩的变幻。 玩法非常纯粹,玩家通过唯一按钮,抓住就让球作圆周运动,松开利用惯性放飞球作自由落体。这就非常考验玩家的物理基础。物理力学经典,圆周运动和自由落体两种符合难题是无数考生的噩梦,现在玩家将要通过手动操作来进行案例实操,比数字更难判断。不要觉得就是扔球很简单,物体作匀速圆周运动时,速度的大小虽然不变,但速度的方向时刻改变,所以匀速圆周运动是变速运动。又由于作匀速圆周运动时,它的向心加速度的大小不变,但方向时刻改变,故匀速圆周运动是变加速运动。所以看似球一直匀速运动,但运动的状态时刻发生着变化,玩家必须紧张神经,利用视觉观测预估球放手的那一瞬初速度,还要思考自由落体的对飞行距离的影响。游戏关卡三星还需要收集路径上的钻石,会出现很多过路的落脚点,飞一段,转一段,刚好在需要路径转变的时候设计,让游玩节奏十分顺滑贴切。在前期的关卡中,旋转的地点没有特别多的死胡同,玩家哪怕没有把握好时机,也可以通过短暂的上抛,再次抓住来调整圆周的半径,只要有耐心很快就能得到正反馈。 但伴随游戏关卡的深入,表面轻松惬意终于掩盖不住了,后期关卡中会有各种动态关卡,两面夹击的墙壁,圆点反复横跳,让玩家愈发难以判断出手的时机,碰巧通过一次会因为后面失误扰乱心情难以复现。游戏通过机制叠加实现了丰富的难度曲线的同时,也将我这种手残玩家牢牢锁死在经典关卡之中。好在关卡长度控制在1-3分钟,适合碎片化时间,哪怕重来也只是一分钟以内的调整,遇到实在打不过的关卡,也没有限制,可以直接在大关中任选开始。但是第二大关就开始采用计时模式,十几秒的三星和半分钟才通关的我是无法逾越的鸿沟,还是没有摆脱强制背板的俗套。说是自由落体,实际下降速度基本匀速,加上反直觉的非重力力场,有时候要进行把球往刺堆里扔的操作,甚至要利用板面的反弹力让球运动距离更远,设计师的大胆设计根本没有考虑我这种玩家弱小脆弱的心,经常吧唧一下就和球一样碎了。 物理引擎表现出色,旋转惯性、碰撞反弹等效果看似符合直觉,让玩家觉得自己能行,每次就差一点点,将关卡限制在几分钟以内减弱挫败感,但越往后关卡难度几乎0失误容错,后期关卡门槛都见不到。但经典的大量关卡已经足以享受游戏的乐趣,禅意无限模式让玩家在旋转和自由落体中享受色彩与运动带来的视觉冲击。这是一款好游戏,但手残玩家谨慎。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
The core mechanic is probably sound, but the implementation feels really sloppy. Level features defy physics (sucking the player in; changing the player's direction in odd ways) and expose the illusion of a skill-centered experience. Add a bunch of mobile-style incentives to keep you clicking on the next level and you've got a system designed to feed you more mediocrity than you can stomach. Don't buy this.
A simple idea perfectly executed and taken to extreme lengths, but in a fun and enjoyable way to play. Loved it on Apple Arcade when it came out, and enjoying it even more on Steam Deck.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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