The field
In the middle sits a glowing crimson core. Around it turns the ring, split into coloured gates. Orbs appear at the edge of the field and travel straight towards the core. When an orb touches the ring, it lands on whichever gate is beneath it at that instant.
| Gate | Shape on it | In play |
|---|---|---|
| Crimson | Circle | From the start |
| Teal | Triangle | From the start |
| Amber | Square | From the start |
| Ice | Diamond | After 12 catches |
Every orb carries the same shape as its gate, so you can play by shape if two colours look alike to you.
Catching and missing
- Catch: the orb lands on the gate of its own colour. You score 10 points times the multiplier.
- Perfect: a catch in the middle 30 % of the gate, marked by the bright tick on the outer edge, adds 5 more points times the multiplier.
- Prism orb: a white orb with a shifting rim. It fits any gate and pays 25 points times the multiplier. In Classic it also repairs one shield, up to 3.
- Miss: the orb lands on a different colour. Your streak resets, and the mode’s penalty applies.
Streak and multiplier
Catches in a row build a streak. Every 5 in a row raise the multiplier by one step, shown inside the core: ×1, ×2, ×3, ×4 and finally ×5, where it stays for as long as you keep catching. A single miss drops it straight back to ×1, which is why one careful turn is worth more than two hasty ones late in a run.
| Streak | Multiplier | Normal catch | Perfect catch |
|---|---|---|---|
| 0–4 | ×1 | 10 | 15 |
| 5–9 | ×2 | 20 | 30 |
| 10–14 | ×3 | 30 | 45 |
| 15–19 | ×4 | 40 | 60 |
| 20+ | ×5 | 50 | 75 |
The streak counts the catch that is landing, so the fifth catch in a row is already paid at ×2.
Getting harder
- Orbs speed up a little with every catch, up to a fixed top speed.
- New orbs appear more often as your catch count grows.
- At 12 catches the ice gate opens. Four gates share the ring, so each one is narrower than before, and ice orbs start to fall.
- Prism orbs can appear once you have four catches, but only now and then.
How a run ends
- Classic: you start with 3 shields. Each miss breaks one. The run ends when none are left.
- Sprint 60: the clock starts at 60 seconds. Each miss removes 3. The run ends at zero.
- Zen: it ends only when you tap End this Zen session, or End run from the pause screen.
Your best score is kept separately for each mode. If you have a profile on the app login page, it shows all three bests and your total catches.
Controls
| Device | Turn the ring | Pause |
|---|---|---|
| Phone or tablet | Drag a finger around the field (the ring follows your finger), or hold the Left and Right buttons | Pause button by the score |
| Mouse | Click and drag around the field, or hold the on-screen buttons | Pause button |
| Keyboard | Hold ← / → or A / D | P or Esc |
The game also pauses itself if you switch apps or tabs, so a phone call never costs you a shield.
Six habits of high scorers
- Watch the dashed aim line. It always points at the next orb to land.
- Turn the short way. The ring is a circle, so no gate is ever more than half a turn away.
- Make small drags near the end of a run. Big sweeps overshoot when the orbs are fast.
- Aim for the bright tick. Perfects pay half again and add up quickly at ×5.
- In Classic, treat a prism as a repair, not a bonus: protect the streak that follows it.
- Learn the shapes. When the fourth gate opens, triangle-teal and diamond-ice are easy to tell apart even at speed.
Ready to try them? Daman Game starts on the first screen, and the list of modes helps you pick where to begin.






