Orbit Escape
One tap. One tangent. An endless chain of planets — and a timing window that never stops tightening.
How it plays
The whole game fits under one thumb. Mastering it is another story.
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1 · Ride the orbit
Your ship circles each planet on its own — no joystick, no thrusters. All you do is watch the spin and feel the rhythm.
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2 · Tap to let go
One tap cuts the ship loose. It flies dead straight along the orbit tangent — so your timing is your aim. Release a beat early or late and you're sailing into the void.
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3 · Thread the ring
Clip the next planet's capture ring and the ship snaps into a fresh orbit, ready for the next leap. Miss everything, and the run is over — tap Again and you're back in orbit in seconds.
Built for "one more run"
- Score that means something — every planet reached is a point. Thread a capture near dead center for bonus points and a streak multiplier that climbs while your aim stays true.
- A ramp that respects you — orbits spin faster and the timing window tightens the deeper you climb. Nothing cheap; every death is a tap you could have nailed.
- Endless, seeded generation — an infinite chain of planets, every single one verified reachable. If you died, the line was there.
- Pure one-touch play — no tutorials to sit through, no meters to manage. Orbit, release, capture. That's the entire game, and it's enough.
Ready when you are. Almost.
Orbit Escape is in development and hasn't launched yet. The badges below go live the moment it ships.
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