SPITEFALL

In development

Every trap warns you first.

The floor that drops out from under you creaks before it goes. The spikes glint. The ceiling sheds dust. You get at least a tenth of a second, every time, on every trap in the game — and when you die anyway, it replays your attempt and shows you which warning you missed and by how many milliseconds.

How the warnings work, and how they are enforced →

The genre's problem is that it lies to you

Trap platformers are built on the idea that you cannot know. You walk forward, something kills you, and now you know. That is a memory test wearing a platformer's clothes, and after the fourth room it stops being funny.

Spitefall keeps the cruelty and drops the deception. The trap is still out to get you. It just tells you first, and then it is your reflexes that were not fast enough rather than your psychic powers.

What it looks like

Every image here is a capture of the game rendering an actual level, at the size the phone in the caption renders it. No mockups, no composites.

A stone room with ledges, spikes and a lit doorway
A room in the first world, on a 16 Pro Max.
A teal warning mark drawn across a floor about to open
The teal mark is the warning. It is on screen at least a tenth of a second before anything happens.
A colder, bluer room with different architecture behind it
A later world. The stone is the same stone; the light and the backdrop are not.
The same game running on a much smaller screen
The smallest phone the game is designed against, in landscape.

Four colours, and you learn them once

Red kills you

Always. In every world, in every room. Nothing red is ever safe and nothing safe is ever red.

Teal is the warning

A crack, a glint, dust, a hum. Nine different marks, each one a different shape, so they are still nine things with the sound off.

Amber is you

Green is the way out

Except once, and that room tells you first too.

One price, and nothing else

No ads. No in-app purchases. No account, no sign-in, no server, no analytics. The game does not contain the code to reach the network, and a test in the build refuses to compile a version that does.

It also never skips a level for you. If you want to move on you can ask for it, twice, after enough deaths — and it is recorded as skipped and not as finished, because the totals are the only thing here that says you got better.

Where it is

In development, and not far enough along to promise a date. There is no store page to link to yet. What works today: one hundred and twenty rooms across six worlds, every one of them proved finishable by a recorded run; the traps and their warnings; the death replay; touch and controller input; the daily challenge; the sound; and progress that saves itself.

What does not: five of the six worlds still share one set of stone, the store page does not exist, and nobody has played it on a phone for an hour. The name is a working title.

This page will say something different the week any of that changes. If it still says this, nothing has.