SPITEFALL
The Spitefall app icon: a stone crusher face hanging over a hooded figure and a warning mark

Every trap warns you first.

In development. No release date yet.

A real capture of the game. Someone runs straight ahead and ignores the dust. The replay then rings the warning they missed, with the sentence that says how late they were.

The floor that drops out from under you creaks before it goes. The spikes fade in. 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.

Six worlds, six kinds of stone

Each world has its own stone, light and backdrop. These are the first ledge of a room in each, captured from the game at the size a 16 Pro Max draws it.

  • Sandy stone ledge with moss, in a dusk-blue room
    1. The landing Sandstone and moss.
  • Rust-brown stone with iron brackets in a dark, warm room
    2. The works Iron brackets, soot and rust.
  • Mossy stone with a pit of spikes in a green room
    3. The overgrowth Moss over every face.
  • Frosted blue-grey stone in a cold room
    4. The cold floor Wet stone and frost.
  • Fired orange brick with a row of spikes in a kiln-red room
    5. The kiln Fired brick and soot.
  • Pale lavender stone ledge with spikes in a deep purple room
    6. The last room The first stone, older and darker.

Colours that mean one thing

  • Red kills you

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

  • The room is the warning

    A crack in the stone, dust, a hum, or the hazard itself fading in before it is solid. 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 fails the build if one 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, each with its own stone, 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: 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.