DEAD RECKONING
Tilt maze · played blind

You get one look at the maze. Then the screen goes black — and the ball is still in there, still rolling, and you still have to put it in the hole.

Tilt the phone and it rolls. You navigate by vibration: a hum that tracks your speed, a click when you hit a wall, a scrape when you slide along one. Everything happens on your device. Nothing is sent anywhere, because there is nothing to send.

Haptic channels Taptic Engine
Rollrises with speed
Wallone sharp click
Sliderough, until the corner
CORNER
8Levels
3Darkness settings
1Endless maze
0Accounts
0Ads & purchases
01 — What your hand is told

Three feelings, and silence

The screen tells you nothing, so the vibration has to tell you everything. There are three of them and they are built to be impossible to confuse. Rolling is a low hum that gets stronger and brighter the faster you go. Hitting a wall is one short, sharp click. Sliding along a wall is a rough scrape laid over the hum.

The fourth signal is silence. If you feel nothing at all, the ball has stopped, and stopping in the dark is its own kind of lost. A light graze does not register — only a real knock does — so the clicks you feel are ones worth counting.

02 — The one thing worth learning

Walls do not push back

A wall does not bounce you off. It removes the part of your speed heading into it and leaves the part running along it. The ball keeps moving, now travelling down the wall instead of away from it.

That is why leaning into a wall is the safest way to cross a dark room: you stay stuck to it, the scrape tells you it is still there, and the moment the scrape stops you have reached a corner. Walls are the only landmarks you get.

Step by step — a ball arriving at a wall at an angle
STEP 1 — APPROACH moving STEP 2 — SPLIT into the wall — removed along it — kept STEP 3 — SLIDE scrape scrape stops = corner
Speed you keep Speed the wall takes Wall
03 — Eight levels

It gets harder by taking walls away

Since walls are the only thing that can tell you where you are, a maze with fewer of them is a harder maze. The first levels are corridors — hard to get lost in, and they are there to teach your hand what each feeling means. Then come corners and forks you have to hold in your head.

The last two open out. There are rooms with almost nothing in them, where you push off from a known wall and cross on momentum and nerve, hoping to meet something solid on the far side. The hole makes no sound as you near it. There is no warmer-colder. You find it or you do not.

Fewer walls, further to guess — the shape of the eight
CORRIDORS FORKS OPEN GROUND
Where you start The hole — silent A lone post to knock against
04 — How dark you want it

You decide how much you get to see

Playing on a black screen is what this was built for, but it is a steep place to start, so it is not where you start. There are three settings and you can change them whenever you like. The levels, the records and the unlocking work the same way in all three.

NORMAL

Map and ball visible. An ordinary tilt maze, and the place to begin.

HALF MASK

The ball stays. The map goes. You know where you are, not what is around you.

FULL MASK

A black screen and your hands. This is the game as it was meant to be played.

05 — After the eight

Endless, and watching yourself back

Endless uses one large maze where every part connects to every other part. Each round puts the start and the hole somewhere new, and never close together, so there is no route to learn — only the same skill, applied cold. It counts how many you find in a row.

Replay is how you find out what actually happened. After a win, the map comes back lit and your ball retraces the run at double speed, with every click and scrape landing exactly where it landed the first time. The wandering you did in the dark, with the walls finally visible around it.

On the phone

Real screens, in Normal — the setting that shows you the map and the ball.

Home screen: the Dead Reckoning title drawn as maze walls, with Classic and Endless
Home
Level select grid showing the eight levels with their names
Eight levels
Level one shown in full: walls, the ball at the start, the hole ringed in cyan
Your one look
Mid-run in Normal: the ball part-way through the maze with the pause, retry and lobby controls above
Playing
Result screen reading GONE, hole found, with the time and wall-hit count
Found it

The details

Levels
Eight, played in order — each one opens the next. Plus an endless maze.
Darkness
Three settings: map and ball, ball only, or nothing at all.
Controls
Tilt the device. Nothing to tap while the ball is moving.
What it needs
A device with haptics. The vibration is how you play, not a garnish.
Kept for each level
Best time and fewest wall hits.
Interruptions
A call or a lock freezes the ball. You get three seconds to get your hands back before it starts rolling again.
Language
English.
Price
No purchases of any kind, in the app or outside it.

What it doesn't do

Shorter than the list of what it does, and more useful.