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Spiral Dive

Thread the gaps in the spinning helix

arcade🏆 Leaderboard
Developer
PLAY8
Platforms
Web browser — desktop & mobile
Price
Free to play

Guide the falling ball through the gaps of a spinning helix. One clean dive, all the way down.

How to Play Spiral Dive

Spiral Dive is a falling game where you steer the world instead of the ball. The ball drops straight down a neon helix, and you drag left or right to spin the whole tower under it. Each ring below is divided into three kinds of sector: an open gap you fall straight through, a solid safe band that bounces you back up, and a danger band that ends the run on contact. Line a gap up beneath the ball and you keep descending.

Passing a ring builds a combo, and the combo is not only worth points. Every fifth pass on the first level, sixth on the second and seventh on the third lights fire mode, which lets the ball punch straight through danger bands for the next four rings. Used deliberately, that turns the most crowded part of a level into a free descent, which is why chaining passes matters more than reacting to any single ring.

The run is three levels, each a fixed depth. Level 1 is twelve rings, falls slowly and has wide gaps with only light danger. Level 2 is eighteen rings with a faster fall, narrower gaps and roughly a third of each ring dangerous. Level 3 is twenty-six rings at the highest speed, and it is where the game changes character: the gaps are at their narrowest, there is only one gap per ring instead of two, and nearly half of the remaining circumference will kill you. Each level's first ring is always wide open and free of danger, so you get a moment to find the rhythm.

Controls

Tips & Strategy

Aim at the next gap, not the current one

The gap in each ring drifts from the one above it by a limited amount, and that limit widens as the levels progress: a modest shift on level 1, a much larger swing by level 3. Because the shift is bounded, the gap you are falling through tells you roughly where the next one can be. Start rotating toward it while you are still passing the current ring rather than after you land on the next one.

Use bounces as thinking time

Landing on a safe band is not a failure. The ball bounces and falls again, giving you a free moment to line up the gap properly. When a ring looks tight and you are not sure of the alignment, aiming for a safe band next to the gap is often better than committing to a rushed rotation, especially on level 3 where the alternative to a safe band is usually a danger band.

Set up fire mode before the hard part

Fire mode arrives on a fixed count of consecutive passes and lasts four rings. If you can see that a difficult stretch is coming and your combo is one or two rings away from triggering it, taking two quick easy passes first buys you four rings of immunity through the mess. Wasting fire mode on a stretch you could have threaded anyway is the most common way players lose level 3.

Small corrections beat big swings

The spin carries inertia after you let go, so a hard flick keeps rotating past your target and forces a second correction in the opposite direction. Short drags with your finger still on the screen give you the most control, because the rotation stops when your finger does. Save the long inertial swings for when a gap is genuinely on the far side of the tower.

Keep falling once you are lined up

Time limits are comfortable on all three levels, but the fall speed rises with the level and the ball spends real time bouncing on safe bands. Once a gap is under you, stop adjusting. Extra rotation at the last moment is what turns a clean pass into a clip against the edge of a danger band.

Global Leaderboard

Each run submits one score. A cleared level is worth a hundred points for every ring in it, so the twenty-six ring third level dominates the total, and a time bonus of up to eight percent is added for a fast descent. The level you die on pays half credit in proportion to the share of its rings you had already passed, so a deep failure still scores well above a shallow one.

Depth beats everything else by design: reaching a deeper level always outranks a perfect run through the shallower ones, and the clock only separates players who got equally far. Scores are accepted up to a ceiling of 6,100 points per run.

The board keeps your best result, so an early death never costs you a position you have already earned. Every submission is written to the weekly, monthly and all-time lists together, and you attach a nickname of up to sixteen characters when you send it. No account and nothing to download.

Frequently Asked Questions

Is Spiral Dive free?

Yes. It plays in the browser with no download and no sign-up, and a nickname is the only thing you provide if you post a score to the leaderboard.

How deep is each level?

Twelve rings on level 1, eighteen on level 2 and twenty-six on level 3, with the fall speed rising and the gaps narrowing at each step.

What ends a run?

Touching a danger band without fire mode active, or running out of time on a level. Safe bands are harmless: they bounce the ball and cost you only a moment.

What is fire mode?

A short window earned by passing several rings in a row, five on level 1 and seven on level 3. While it is active the ball passes through danger bands for the next four rings.

How is the score calculated?

Each cleared level pays a hundred points per ring plus a time bonus of up to eight percent. The level you die on adds half credit for the fraction of its rings you passed.

Do I control the ball or the tower?

The tower. The ball only falls and bounces. Dragging horizontally rotates the whole helix beneath it, which is what brings a gap into position.

Does it work on a phone?

Yes, and it is designed for touch first. Drag anywhere on the play area to spin. On a desktop the same drag works with a mouse held down.

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