The studio behind the bounce
Rebound: A Puzzle Adventure is made by Mojo, a small Belgian team that spent three years tuning one mechanic until it sang. This is the official Australian portal for the game — its worlds, its physics and the people who play it.
From a weekend prototype to a finalist
Rebound began as a 48-hour game-jam experiment: one ball, one wall, one rule — the angle you give is the angle you get. Players at the jam kept asking for "just one more level", so Mojo kept building. Three years later the prototype had become a 150-chamber adventure and a Belgian Game Awards finalist.
What never changed is the discipline behind it. No filler levels, no energy timers, no paid shortcuts. Every chamber is hand-placed, every hazard teaches something, and every world rewires the same honest physics in a new dialect.
The jam prototype
A two-screen demo with a wooden ball and a physics bug that turned out to be the fun part.
Belgian Game Awards finalist
Rebound is named a finalist, putting the tiny team on the national stage.
Public launch on Google Play
Eight worlds, 150 chambers and a community that immediately starts trading route videos.
The Australian hub opens
reboundgameau.com launches to serve the fast-growing AU player base with local support and events.
Still in orbit
Seasonal trials, map jams and a steady stream of community-built ideas keep the game in motion.
Three rules we never break
Physics is honest
The Orb never lies to you. No hidden friction, no surprise spin, no scripted luck. When a shot fails, the reason is always visible — and always learnable.
Calm is a feature
No countdown screaming at you, no pop-ups between attempts. Rebound is a place to think with your hands, and the pacing protects that.
Craft over content
We would rather ship 150 chambers we are proud of than 500 that pad a store listing. Every level is argued over, tested, and argued over again.
"A puzzle game should feel like a conversation with the level designer — not a negotiation with a monetisation team."
Small team, long shadows
Mojo stays deliberately compact — everyone on the roster can explain any system in the game.
Lead design · the angle obsessive
Physics engine · keeper of the bounce
Art direction · biomes and light
Community · season host
How a chamber gets made
Paper first
Every level starts as a pencil sketch — the intended arc drawn before a single asset exists.
Greybox gauntlet
The team plays the room untextured for a week. If the layout isn't fun in grey boxes, it never sees colour.
The one-arcer
Designers hunt for the hidden single-shot solution and plant it, deliberately, for the best players to find.
Community pass
Beta players get two weeks with each new chamber before it ships — their resets write the final tuning.
The shelf so far
Finalist
Belgian Game Awards 2020 — celebrating home-grown design on the national stage.
Editors' feature
Highlighted in multiple "physics puzzlers worth your time" editorial round-ups.
Community pick
Voted a hidden gem in player-run mobile gaming communities across Reddit and Discord.
Rebound in classrooms and studios
Because the physics is honest, teachers use Rebound to demonstrate vectors, momentum and reflection. The Australian team runs a classroom pilot program with curriculum-aligned licensing.
- Curriculum-aligned classroom licensing for STEM teachers
- Design talks and level-jam mentoring for local game students
- Community map jams judged by the studio twice a year
Questions we hear a lot
Come bounce with us
Play the game, join the Discord, or bring Rebound into your classroom — the door is open.
REBOUNDAUSTRALIA