Notes from the trajectory desk
Guides, design postmortems and season reports — written by the team and the sharpest minds in the AU community. Ten dispatches and counting.
The geometry of the perfect rebound
Angle in equals angle out — until it doesn't. A field guide to the physics the game actually runs.
Every surface in Rebound obeys one law, then bends it. Timber shaves momentum, ice preserves it, portals teleport it whole. This piece breaks down the reflection model chamber by chamber — with the math kept friendly and the diagrams kept honest.
Every dispatch
Every trap, ranked by cruelty
Pendulums to polarity gates — the definitive tier list nobody asked the studio to publish.
9 min · Guides
Assist loadouts that respect your skill
Four builds for four kinds of stuck — without letting the game play itself.
7 min · Guides
The Orb: a design history
Fourteen prototypes, one sphere. How the game's only character found its shape.
11 min · Studio
Gravity rings, explained
The ring fields that bend your arc mid-flight — a mechanic field guide.
8 min · Guides
Season Echo trials: meta report
What the top 100 runs had in common — routes, assists and one shocking stat.
6 min · Seasons
How we tuned 150 chambers
The playtest spreadsheets, the rage-quit graphs, and the chamber we cut twice.
14 min · Studio
Fan art spotlight: March
Orbs rendered in felt, ink and questionable AI prompts — the community delivers.
4 min · Community
Stock runs vs assisted runs
The honest case for both — and why the leaderboard respects each.
7 min · Guides
Behind the soundscape
How a single bell sample became eight biome palettes — the audio postmortem.
10 min · Studio
Reading the room: level telemetry
Where players actually die — the heatmaps that reshaped three biomes.
9 min · DataThe monthly briefing
New guides, season recaps and one genuinely useful tip — once a month, no spam, unsubscribe whenever.
Still learning the angles?
The Hints Pack covers every chamber — layered clues from nudge to full solution.
See the Hints Pack
REBOUNDAUSTRALIA