Score
0
0 layers
0 / 10 fallen

Next

Layers

Balance
0%
Move
← → ↑ ↓ — move piece
Q — rotate CCW   E — rotate CW
ENTER / SPACE — drop
SHIFT+← → ↑ ↓ — orbit camera
Mouse drag — orbit camera
Middle mouse — pan camera
Scroll wheel — zoom
TAB — inspect board
ESC — quit to menu

Tilt

A physics-driven 3D puzzle game

Game Mode

Layer Clear Rule

Options

Difficulty?Medium
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 Seed?1
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
Gravity?9.8
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 Height?10
Maximum stack height before game over. Also controls wall height in hard mode — taller walls are harder to escape.No direct multiplier effect
Board Size?12×12
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 Over?10
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)
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 Coverage?0%
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 Friction?0.20
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 Friction?0.20
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
Theme?
Changes the visual style of the UI.Dark: deep space (default) · Light: clean minimal · Epic: dramatic purple · Funky: neon retro
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 Volume?100%
Volume of the music. When streaming, controls the stream volume. Synth genre uses a generative chord-driven ambient soundtrack.No multiplier effect
SFX Volume?50%
Volume of sound effects: piece drops, slides, falls, and layer clears.No multiplier effect
Share Config?
Share your current board settings with other players. They open the link to load the exact same configuration.Shares: difficulty, seed, board size, gravity, friction, water, grip, game mode

How to Play

The Basics

Drop polycube pieces onto a flat board. The board tilts under the weight — keep it balanced or pieces slide off the edge.

Clear layers by filling a horizontal slice of the board with a connected mass of blocks. When a layer clears, everything above falls down and you score points.

What Counts as a "Layer"?

The board is divided into a grid (e.g. 12×12). Each horizontal slice at a given height is a layer. Blocks snap to the nearest grid row. A layer clears when a contiguous (connected) group of blocks meets the span requirement.

Single Axis Mode Default

A layer clears when a connected group spans the full width or full depth of the board.

Clears — spans full width
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The connected group reaches from the left edge to the right edge.
Clears — spans full depth
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The connected group reaches from the top edge to the bottom edge.
Does NOT clear
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The group doesn't reach either edge — it spans 4 of 6 cells wide.

Cross Mode

A layer clears only when a connected group spans both the full width and full depth simultaneously.

Clears — spans both axes
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The cross shape reaches all four edges in one connected group.
Does NOT clear in Cross mode
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Spans full width but only 2 of 6 rows deep. Would clear in Single Axis mode.
Clears — filled layer
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A completely filled layer always clears in both modes.

Key Concept: Contiguous

Blocks must be connected edge-to-edge (not diagonally) to form a group. Two separate clusters don't count even if they together span the board.

Does NOT clear — two separate groups
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The gap in the middle breaks the connection. Neither group alone spans the width.

Scoring

Clearing multiple layers at once scores exponentially more. The formula is roughly board area ^ simultaneous clears, with a bonus that grows as you clear more layers throughout the game.

About

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             Rotate CCW
E             Rotate CW
Enter / Space   Drop
Shift + arrows   Orbit camera
Mouse drag      Orbit camera
Middle mouse    Pan camera
Scroll wheel    Zoom
Tab            Inspect board

Leaderboard