Coming soon to iPhone

Tap once. Let go at exactly the right moment.

A crane swings a floor on a cable. Land it dead centre and residents parachute in, your streak climbs and the tower stays plumb. Land it badly and it leans — and every floor after that is harder, because a crooked tower sways further and the block you're aiming at will not sit still.

One tap · no buttons No ads · no timers Two players on one phone
Actual art from the game, redrawn as vectors.
What makes it hard

The tower is a moving target.

The block falls dead straight down, keeping the angle it was hanging at. Nothing drifts, nothing cheats. The difficulty is that the thing you're aiming at is swaying — and how much it sways is entirely your own fault.

Perfect drops pay

Dead centre fills the streak meter and residents parachute in. Four in a row earns a balcony floor that houses twice as many people.

Bad drops compound

An off-centre floor leans the column and shoves it sideways. The next block has less to land on, because the half hanging over nothing can't carry anything.

And then it falls

Stack too far over one edge and the tower does what it should. Every floor above the break tears off and lands in the street.

A perfect drop landing on a tall tower mid-streak
Twenty-two floors, mid-streak.
The city grid with a build contract showing
The planning board.
The topped-out summary card for a finished tower
Signed off and standing.
Split screen with two players building separate towers
Two players, one phone.
Time Attack with the countdown running
Precision buys seconds.
Four ways to play

One tap. Four different games.

BUILD CITY

The campaign. Contracts with placement rules, five classes of tower, and districts that open as the board fills.

ENDLESS

One tower, as high as you can take it. Noon to midnight, and the wind starts to matter around the fortieth floor.

TIME ATTACK

Sixty seconds. A perfect drop buys two more; a miss costs five. Precision literally is the clock.

VERSUS

Two players on one phone. The screen splits and the top half turns around, so you can sit opposite each other.

The city

Every tower you finish has to go somewhere.

Finished buildings get placed on a five-by-five grid, and each new contract comes with a rule about what it must be built next to. Blue residential, red commercial, green office, gold luxury — and a Mega Tower that has to be hemmed in by all four, so you'll only ever fit a couple. Fill all twenty plots and somewhere new opens up.

Harbour FlatsReclaimed dockland
IronworksOld foundry ground
SandpointDesert edge
NorthgateSnow line
Neon MileNever really dark
How it's made

Nothing in here is a stock asset.

Every sprite is drawn in code

The blocks, the crane, the skyline, the little people under umbrellas — all generated pixel by pixel at launch. There are no image files in the app.

Every sound is synthesised

A small synth builds the thuds, the sparkles and an eight-bar chiptune loop when the game starts. No audio files either.

The physics is deliberate

Falling blocks are hand-integrated so landings are fair; the column is a damped oscillator; only debris and collapses use a real physics engine.

Built one floor at a time.

Coming soon to iPhone.

Get the release note