A physics-driven 3D puzzle game
Race against the clock. Score as many points as possible before time runs out.
| ← → ↑ ↓ | Move piece |
| Q / E | Rotate CCW / CW (flat) |
| W / S | Flip forward / back (3D) |
| A / D | Flip left / right (3D) |
| Enter / Space | Drop piece |
| Shift + ← → ↑ ↓ | Orbit camera |
| Mouse drag | Orbit camera |
| Middle mouse | Pan camera |
| Scroll wheel | Zoom |
| Tab | Inspect board |
| Esc | Quit to menu |
| Left stick | Move piece |
| ↺ / ↻ buttons | Rotate piece (flat) |
| ↕ / ⇄ buttons | Flip piece in 3D |
| Drop button | Drop piece |
| Single finger drag | Orbit camera |
| Two-finger drag | Pan camera |
| Pinch | Zoom |
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.
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 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.
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!
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 is a force that slows things down when they slide against each other. Rough surfaces create more friction than smooth ones.
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!
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 is how fast something is moving and which direction it's heading. Speed tells you how fast; velocity tells you both speed and direction.
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!
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
The showreel also plays automatically in the background on the main menu. Use Options → Graphics to control autoplay.
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