Rebound: A Puzzle Adventure
An atmospheric physics odyssey by Mojo. Launch the Orb, read the angles, and carve a path through hand-built chambers where every wall, ramp and portal bends your trajectory into something new. Precision feels calm here — until it doesn't.
The art of the perfect rebound
Angle in equals angle out — a physics model you can trust, wrapped in levels that keep daring you to trust it further.
Read it. Bank it. Thread it.
Every surface in Rebound answers honestly. Stone sends you back at a clean mirror angle, timber swallows a little momentum, ice keeps almost all of it. The puzzle is never "what will the ball do" — it's "what do I want it to do first".
- Single-thumb launch control with a live trajectory preview
- Momentum carried between bounces — chain shots score higher
- Optional assist guides that never solve the level for you
Bank Shot
Ricochet off two or more surfaces before the goal. Each extra wall adds a style multiplier — the cleanest clears in Azure Lagoon are usually three banks deep.
Thread the Needle
Pass a narrow gate without touching either edge. The margin is measured in pixels and the game knows it — threading a needle awards the Trickster badge on the spot.
Orbit Turn
Catch a gravity ring and let it swing the Orb through a partial arc. Release early and you slingshot forward; hold too long and the ring drops you into the spikes it was guarding.
A quiet story told in trajectories
There is no narrator in Rebound. The world explains itself through ruins, weather and the routes you carve across it — a minimalist environmental story assembled one bounce at a time.
"We wanted the physics to be the dialogue. When a player clears a chamber in one impossible arc, they just told themselves a story."
The Orb wakes at the bottom of a drained lagoon. Your first launches are clumsy; the world is patient. Gates open, one angle at a time.
Chambers grow vertical. Wind columns, gravity rings and collapsing ledges turn every shot into a small act of navigation.
The final sectors fold space back on itself. Players who mastered the bank shot in Act I discover it was a lesson, not a trick.
Anatomy of an orbital puzzle
Every chamber is a small machine of surfaces, hazards and intent. Here's how a late-game room is put together.
Chamber 07-12 "Switchback Shrine"
Two gravity rings, one collapsing ledge and a gate that only stays open for a single pass. Cleared in one arc by roughly 2% of players.
Chamber telemetry
How the room punishes imperfect launches, in aggregate across all players.
Mirror Gates
Paired panels that flip your entry angle into its twin. They reward players who plan the exit before the entrance.
Portal Rings
Momentum-preserving portals that relocate the Orb mid-flight — and keep every drop of speed you brought with you.
Wind Columns
Vertical airstreams that stall your arc mid-flight. Ride them to reach ledges the geometry says you shouldn't.
Eight biomes, eight physics dialects
Each world rewrites the rules the Orb plays by. Select a biome to see what it does to your bounce.
Ambient preview
Every biome carries its own sound bed — water lapping, embers ticking, wind over ice, city hum.
Biome order is fixed, but each chamber offers two routes: the safe line and the record line.
Things that end a good run
The traps of Rebound are polite enough to sit still while you study them. Do that — it pays.
Class index
Spike Clusters
Static, honest, everywhere. The first hazard you meet and the last one you underestimate. Clusters are placed to punish lazy flat arcs — fly higher or bank around them.
Pendulums
Weighted arms on fixed cycles. Their timing is visible a full swing ahead — count the beat, then shoot inside it. Rushing a pendulum is the single most common reset cause.
Crumble Tiles
Surfaces that survive exactly one touch. Land, reassess, launch again — the tile won't be there when you look back. Some chambers route you through them on purpose.
Magnet Jaws
Late-game hazards that pull your arc sideways mid-flight. Skim their edge deliberately and the pull becomes a free gravity ring; drift too close and they shut like a trap.
Field advice
- Zoom out before your first launch — hazards telegraph the intended route
- Hazards never respawn mid-chamber; a triggered trap stays spent
- Speedrunners bait pendulums early to open a wider timing window
What a clean dodge pays
The geometry nobody explains — we do
Three scenarios cover 90% of what Rebound asks of you. Study them once and the late game stops feeling unfair.
From the level designers
If your preview line clips a corner, lower the launch power by 5% rather than re-aiming. Speed loss widens the window more than angle changes do.
Clean surfaces return your full mirror angle. Whatever the preview shows is exactly what you get — no hidden spin, no drift.
Charge cells detonate in sequence. One good bounce through a cell cluster clears an entire wall — and triples your style meter.
Prism gates divide the Orb into three weaker echoes on separate angles. Only one needs to reach the goal — the others are pure style.
The traverse map
Drag across the sector grid. Rebound's eight biomes sit on one continuous route — yours to revisit any time.
Every third chamber holds a shrine — a soft save where the story quietly moves forward.
Three stars per chamber: finish, collect all wisps, and beat the par bounce count.
World gates open on total stars, not purchase. The whole map is earnable in-game.
The trajectory workbench
Four optional assists, all earned through play. Equip them per-chamber — purists run with none.
Trajectory Guide
Extends the preview line three bounces further. Costs nothing but pride — leaderboard times with it get a guide tag.
Slow-Mo Pulse
A mid-air tap that halves time for two seconds. One charge per chamber; speedrunners save it for pendulum windows.
Ghost Trail
Leaves a fading record of your last attempt so you can compare arcs pixel-for-pixel. The quiet best teacher in the game.
Multi-Bounce Cache
Stores one failed launch as a retry token. Burn it to reset mid-flight instead of restarting the chamber.
Assist effect on clear metrics
Season: The Long Drift
Weekly trials across all eight biomes. Ends when the season clock runs out.
Lagoon Time-Trial Week
Five Azure chambers, fixed assists, fastest aggregate clear wins the season emblem.
No-Guide Challenge
Preview line disabled for a week. Finish ten chambers unassisted for the Purist badge.
Community Map Jam
Submit a hand-drawn chamber concept; the studio rebuilds the winner into the winter update.
Season Finale: Switchback Gauntlet
All finalists run Switchback Shrine blind. One attempt each, broadcast on Discord.
Season grand prize
"Drift Sovereign" Orb skin + your flag on the season monument, permanently.
The mastery lattice
Skill in Rebound isn't bought — it's practised. But the lattice tracks what your hands have learned and opens shortcuts accordingly.
Precision path
10 no-touch clears → unlocks finer aim reticle.
25 no-touch clears → reticle shows bounce ghosts.
5 needle gates → gates glow before approach.
Explorer path
Visit every shrine → map shows wisp locations.
All wisps in 3 worlds → route hints appear.
Full 3-star world → unlock that biome's remix trials.
What the press said
Selected reviews from launch coverage across mobile and indie press.
— Pocket Tactics
— Indie Games Review
— TouchArcade forums pick
— Belgian Games Hub
Featured in "Games that respect your time"
The sound of a bounce
Rebound's score is built from the game itself — every surface has a pitch, every world a key.
SFX tester
Every impact voice in the game is a tuned percussion hit. Compare the surface voices:
Get the soundtrack
Forty thousand angles, shared
The Rebound community trades routes, not just screenshots. Here's where the talk happens.
Rebound HQ Discord
Route help, map-jam entries, dev Q&As and the season broadcast channel.
Featured artists: @keru.draws, @pixelorbit, @anika_makes
Weekly guide contest
Best written route guide each week earns the author the in-game Scribe title and a merch pack.
Read this week's winnerCreator program
Streamers and video essayists get early builds, overlay kits and interview access.
ApplyFiled from the far sectors
Long-form impressions from players who finished what they started.
312 hrs · all worlds 3-star
"The only game where I replay a level for a prettier solution, not a better score. Switchback Shrine took me four evenings. Worth every one."
Season 2 finalist
"No timers, no energy bars, no nonsense. Just me, the angle, and whether I'm good enough today. Usually I'm not. That's the hook."
Teacher · classroom pilot
"I run it with my year-7 physics class. Students argue about launch angles in terms the textbook never got out of them."
The next bounce is yours
Free to download, fair to play, and quietly beautiful. Rebound: A Puzzle Adventure is waiting on Google Play.
Free · offline-friendly · no energy timers
REBOUNDAUSTRALIA