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Tilt

A physics-driven 3D puzzle game

Quick Load

Game Mode

Options

DifficultyMedium?
Controls perimeter walls and clear rule. Easy: short walls (60% coverage). Medium: taller varying walls (35% coverage). Hard: no walls. Very Hard: no walls + entire layer must be fully filled to clear.Multiplier: easy 0.8x — medium 1.0x — hard 1.4x — very hard 2.0x
Board Seed1?
Determines the random layout of walls, water, and grip zones. Same seed always produces the same board — share seeds to challenge friends.No multiplier effect
Gravity9.8?
How fast pieces fall and how quickly stacked pieces settle. Higher gravity makes the board react more violently to imbalance.Multiplier: scales from baseline 9.8 — higher gravity = higher multiplier (up to +30%)
Max Height10?
Maximum stack height before game over. Also controls wall height in hard mode — taller walls are harder to escape.No direct multiplier effect
Board Size12×12?
Grid dimensions. Smaller boards are harder — less room to place pieces and balance the board. Applies on next game.Multiplier: 12/size — smaller boards score higher (e.g. 4x4 = 3.0x, 16x16 = 0.75x)
Pieces Before Game Over10?
How many pieces can fall off the board before the game ends. Fewer allowed = higher risk. Applies on next game.Multiplier: fewer pieces = higher multiplier (up to +40% at minimum)
Time Trial / Gauntlet Duration2:00?
Total time available in Time Trial and Tilt Gauntlet Sprint modes. Clear as many layers as possible before the clock hits zero.No multiplier effect
Survival Turn Time15s?
Time allowed per piece in Survival mode. The timer resets on each drop. Layer clears add bonus time (+10s per layer cleared).No multiplier effect
Grip Mode?
Adds per-cell friction zones to the board surface. Slippery zones (blue/shiny) let pieces slide easily; rough zones (orange/matte) slow them down. Seeded from the board seed.Multiplier: +25% when enabled (1.25x)
Water Coverage0%?
Animated water tiles that destroy any piece touching them at ground level. Water cells count as filled for layer completion. Generation guarantees every row/column keeps at least 2 dry cells.Multiplier: +2x per coverage fraction (e.g. 35% water = 1.7x)
Board Friction0.20?
Surface friction of the board itself. Lower friction makes pieces slide more when the board tilts — harder to keep pieces in place.Multiplier: lower friction = higher multiplier (up to +45% at minimum friction)
Piece Friction0.20?
Friction between stacked pieces. Lower values make pieces slide off each other more easily when the board tilts.No direct multiplier effect — affects physics only
Music Genre?
Stream genre radio via SomaFM (free, no login). Requires an internet connection — falls back to built-in Synth if unavailable.Ambient (Groove Salad) · Space (Space Station) · Dark (Drone Zone) · Electronic (Digitalis) · Jazz (Sonic Universe) · Lo-Fi (Fluid) · Synth (built-in)
Music Volume100%?
Volume of the music. When streaming, controls the stream volume. Synth genre uses a generative chord-driven ambient soundtrack.No multiplier effect
SFX Volume50%?
Volume of sound effects: piece drops, slides, falls, and layer clears.No multiplier effect
Theme?
Changes the visual style of the UI.Dark: deep space (default) · Light: clean minimal · Epic: dramatic purple · Funky: neon retro
Showreel on Startup?
Show the animated physics showreel when the app first loads. It also runs as a background animation on the main menu. Disable to go straight to the menu every time.

Keyboard

← → ↑ ↓Move piece
Q / ERotate CCW / CW (flat)
W / SFlip forward / back (3D)
A / DFlip left / right (3D)
Enter / SpaceDrop piece
Shift + ← → ↑ ↓Orbit camera
Mouse dragOrbit camera
Middle mousePan camera
Scroll wheelZoom
TabInspect board
EscQuit to menu

Touch

Left stickMove piece
↺ / ↻ buttonsRotate piece (flat)
↕ / ⇄ buttonsFlip piece in 3D
Drop buttonDrop piece
Single finger dragOrbit camera
Two-finger dragPan camera
PinchZoom

Saved Presets

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Share Current Config

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Help

Drop polycube pieces onto a tilting board. Balance the weight or pieces slide off the edge — fill connected rows to score points and keep the board under control.

The best way to learn is to watch it in action. The tutorial below runs a live game and highlights every control as it's demonstrated.

Quick Reference

Move — Arrow keys / WASD / D-pad  ·  Rotate — Q/E, W/A/S/D, or touch buttons  ·  Drop — Space / Enter / ⬇

Layer clear — fill a connected group from edge to edge (single axis: width or depth; cross mode: both at once).

Game over — too many pieces fall off the board.

Gravity

What is it?

Gravity is an invisible force that pulls everything toward the ground. The heavier an object, the stronger the pull — but all objects fall at the same speed when nothing is in the way.

In the game

Every piece you drop is pulled straight down by gravity. You can change how strong gravity is in the Options screen — stronger gravity means pieces fall faster and give you less time to think!

In the real world

Drop a tennis ball and a bowling ball from the same height — they hit the floor at the same time. Gravity on Earth pulls everything at 9.8 metres per second, every second it falls.

Friction

What is it?

Friction is a force that slows things down when they slide against each other. Rough surfaces create more friction than smooth ones.

In the game

When the board tilts, pieces slide toward the lower edge. How fast they slide depends on friction. In Grip Mode, some squares are rough (pieces stick) while others are slippery (pieces zoom across). Watch out for the icy patches!

In the real world

Try sliding in socks on a wooden floor, then on carpet. The carpet has more friction — it resists your movement. Ice has almost no friction, which is why it's so hard to walk on.

Velocity

What is it?

Velocity is how fast something is moving and which direction it's heading. Speed tells you how fast; velocity tells you both speed and direction.

In the game

A piece starts falling slowly and speeds up as gravity keeps pulling it down. This is called acceleration. The longer a piece falls, the faster it arrives — higher boards mean faster impacts!

In the real world

A ball rolling down a hill keeps getting faster — gravity is constantly adding to its velocity. That's why it's hard to stop something once it's moving fast.

Collisions

What is it?

A collision happens when two objects hit each other. The forces between them change how they move. Hard collisions can bounce objects away; soft ones absorb the energy.

In the game

When a falling piece lands on the stack, it collides with the blocks below. The piece settles and stops — its energy is absorbed. Pieces that land at an angle can nudge the stack sideways, affecting the board's balance.

In the real world

Billiard balls bounce off each other and transfer their energy almost perfectly. A ball of clay hitting a wall sticks and absorbs all the energy instead. Most real collisions are somewhere in between.

Centre of Gravity

What is it?

Every object has a centre of gravity — the single point where all its weight seems to balance. Tip an object past that point and it topples over.

In the game

The game adds up the positions of every block on the board and finds their average — that's the board's centre of gravity. If it drifts too far to one side, the board tilts. Stack pieces evenly to keep it centred and earn the tilt bonus!

In the real world

A seesaw tips toward the heavier side because the centre of gravity shifts that way. Racing cars are built low to keep their centre of gravity close to the ground so they don't roll over on corners.

Tilt & Rotation

What is it?

Torque is the turning force that makes things rotate. When weight is placed off-centre, torque acts around a pivot point and causes the object to tilt or spin.

In the game

The board pivots around its centre. Every piece you drop creates torque based on how far from the centre it lands. The board tilts until the torque balances out — or until pieces slide off the edge! The tilt angle is capped so things don't go completely sideways.

In the real world

Turning a bolt with a long spanner is easier than with a short one — more distance from the pivot means more torque from the same force. Gymnasts pull in their arms to spin faster because they're changing how their weight is spread around the rotation axis.

TILT is a physics-driven 3D puzzle game. Drop polycube pieces onto a flat board — but the board tilts under the weight of every piece you place.

Stack pieces carefully to keep the board balanced. Clear a layer by filling a contiguous region spanning the board. Pieces above fall under physics when a layer clears.

Play boldly — a tilting board scores more, but pieces slide off the edge when balance is lost. The game ends when too many pieces fall.

← → ↑ ↓       Move piece
Q / E          Rotate flat CCW / CW
W / S          Flip forward / back (3D)
A / D          Flip left / right (3D)
Enter / Space   Drop
Shift + arrows   Orbit camera
Mouse drag      Orbit camera
Middle mouse    Pan camera
Scroll wheel    Zoom
Tab            Inspect board

© 2026 Vibicius Studios. All rights reserved.

Watch a cinematic showcase of Platris Tilt's physics engine in action — real gameplay rendered live, no pre-recorded video.

Layer Clear Cascade — 11 cells pre-placed; the final drop completes a row, triggering a layer clear and cascading rain above.
High Tower Rain — a 5-layer central tower is hit by a falling I-piece from above; blocks scatter across the board.
Orbit Showcase — colourful scattered pieces with two timed drops; the camera performs a full 360° orbit.

The showreel also plays automatically in the background on the main menu. Use Options → Graphics to control autoplay.

Leaderboard

Multiplayer

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