The Spire
A hand-designed tower course split by checkpoints. Fall, and you are back at the last checkpoint within seconds. It has gold, silver and bronze medal times, and near the summit a risky shortcut waits for experts.
BOINGWARD
A 3D pogo climbing game for iPhone and Android
Your rusty little robot rides a pogo stick that never stops bouncing. You decide where it lands: steer with your left thumb, look around with your right, and climb a tower of floating platforms.
In development: being prepared for the App Store and Google Play.

These frames come from the game’s own engine on the real course. The timer, height and stick on screen are the game’s own interface.
BOINGWARD has no run button and no jump button. The pogo launches again by itself on every landing; the whole game is about putting the next landing in the right place.
The moment the pogo touches down it compresses and launches again. You only pick the direction. A clean landing keeps your rhythm, and a run of clean landings builds a combo that carries you a little higher.
A fixed stick on the left side of the screen steers you in the air. The pogo launches the way it leans, and the faster you go, the less air control you have, so long jumps need planning.
Drag anywhere on the right half of the screen to turn the camera. Steering is always relative to the camera: forward is where you are looking.

The physics are the same in every mode; only the goal changes.
A hand-designed tower course split by checkpoints. Fall, and you are back at the last checkpoint within seconds. It has gold, silver and bronze medal times, and near the summit a risky shortcut waits for experts.
One long, hand-built tower: a junkyard, a bone yard, rust works, a toxic garden and space junk, then the summit. Everyone climbs the same map. Quit and you resume where you left off, but fall out of the world and you start again from the bottom while the clock keeps running.
Hold the TRICK button while you are in the air. The direction of the stick at the moment you press picks the trick; let go and the robot straightens up. Tricks are optional: every course can be finished without a single one.
The trick physics and animations are already in the game; the on-screen TRICK button is still being added.
Complete at least one full turn and land upright, and your next launch gets faster: up to 10 percent in the Spire and 30 percent in the Climb. Mixing different tricks in one jump grows the reward.
Touch down in the middle of a trick, or while the robot is still tilted, and you stagger, your combo resets and that landing does not launch you.
Stick direction
The game has more than forty platform types. They all speak the same color language, so even the first time you reach one, its top surface tells you what it will do.
Every timed piece warns you first: doors and bridges blink before they close or extend, and glass flashes before it drops.
The Spire has gold, silver and bronze times. They are calculated from the measured run of a test bot that clears the course cleanly from start to finish, not guessed.
A perfect landing, a 10x combo, 100 meters without falling, landing on every platform type at least once, and more. Each one pops up with a short notification when you unlock it.
Clear a checkpoint and every attempt you made at that section replays at once: every place you fell, next to the line you finally found.
I wrote up how BOINGWARD was built in a single day in the making-of
This version of the game never connects to the internet and collects no data. No account, ads, analytics or tracking; your records, medals, achievements and settings stay on your own device.
Found a bug, hit a platform that felt unfair, or have an idea? Write to the developer directly.
Include your phone model, OS version and which course it happened on (a screenshot helps too) and the fix comes faster. Emails are usually answered within 48 hours.
The game is in development and being prepared for the App Store and Google Play. There is no fixed date yet; once it is live, the buttons on this page link straight to the store.
It is being built for iPhone (iOS 15 or later) and Android phones. The controls were designed for touch screens from the start.
Yes. This version of the game works completely offline and needs no account. Your records and progress are stored only on your device.
None. The pogo bounces by itself on every landing. You control the direction with your left thumb and the camera with your right. A separate TRICK button for air tricks is being added; the bounce itself always stays automatic.
An eight-player race mode is in the works, but it is switched off in the game for now. The privacy policy will be updated before it goes live.
The game’s menus are in English and Turkish for now; it opens in Turkish when your device language is Turkish. There is very little text in the game, and you do not need to read anything to play.
The game runs at 60 frames per second by default. On high-refresh screens you can switch to 120 in the settings; it is smoother but uses more battery.
Yes. The settings include camera sensitivity, inverted vertical look, reduced motion, vibration and volume.
Only on your device. There is no cloud sync, so it does not move to another phone by itself, and deleting the game also deletes your records and achievements.

One-thumb steering · Automatic bounce · Plays offline · No account