Tilt Maze is a tilt maze game. That's the whole thing — no currency, no energy timers, no ads. Pick it up and it's obvious what to do: tilt, and the ball rolls, with haptics and sound carrying the rest. The mazes are procedurally generated rather than drawn by hand, which means the game never runs out: there is always another maze, and it is always a little harder than the last one.
A maze that never ends.
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Difficulty
Difficulty is a dial from 1 to 50, and you set it. Level 1 is open and forgiving; you will solve it in seconds. By Level 50 the corridors are dense, the dead ends are cruel, and finding the path takes genuine concentration.
Levels continue past 50, but 50 is the ceiling on complexity — and the corridors don't get any narrower either. Nothing gets harder than that. You just keep going, as far as you can.
Each one answers something different about how you want to play.
“How fast can I do this?”
A fixed sequence of mazes, in order, getting progressively harder. Each level is the same maze every run — so beating your own best time on Level 22 is a real record, not luck of the draw. Your best time is saved for every level you finish.
“I want to play at my level.”
Lock in a difficulty from 1 to 50 and stay there. You get a continuous run of fresh mazes, generated as you go, at exactly the difficulty you picked. Nothing gets easier, nothing gets harder.
“How far can I get?”
Start easy and keep going. Every level is a newly generated maze, getting harder as you climb — there is no last level, and no maze you've already played. See how far you get before you can't anymore. This is the mode that answers how good you really are.
Not fewer ads. Not ad-free if you pay. None — no banners, no interstitial between mazes, no video you watch to keep playing. There is also no currency, no energy meter, and nothing that runs down while you're away.
Backgrounds
Foliage, fossils, stone, weathered concrete, cracked paint — more than sixty high-resolution backgrounds, and the maze takes its coloring from whatever it's drawn on top of. Every one of them is free; there's nothing to unlock and nothing held back.
The device is the controller. There is no d-pad on screen, no buttons to find, and nothing between you and the ball.
The ball responds to the accelerometer, with weight and momentum behind it. Tilt harder and it rolls faster. Overshoot a turn and that's on you — and you feel every wall you clip.
Tilt sensitivity is adjustable, and Recenter makes however you're holding the device right now the neutral position — which is what makes it playable lying down.
An early maze takes seconds. A hard one takes real focus. Either way it starts the moment you open it, with no menu in the way.
One app, both devices, iOS 18 or later. Portrait, tilt-controlled, and built by one person in Austin, Texas.
Free to download, free to play, no ads. One optional unlock — a single, one-time purchase. Not a subscription, no tiers, no consumables, nothing to buy twice.
Free
$0
Unlock Coming
$2.99 one time
One purchase, infinite mazes.
The free version is a real game, not a demo — every Time Trial level, start to finish, and unlimited Challenge mazes. No maze is held back: they're generated, and there are as many of them for free players as paid ones. What the unlock buys is Endless, the range above difficulty 10, and the shortcuts. It isn't purchasable yet — the beta has everything switched on while the purchase is still being built, and this page will say so until the day it ships.
Where it came from
Tilt Maze first shipped in November 2009, when the App Store was new and a rolling ball was about as much as the hardware would give you. Seventeen years later, this is that game remade for what a phone can do now: faster and far more accurate physics, real lighting on the ball, haptics you feel through the maze, and artwork at a resolution the original could never have carried.
Tilt Maze is in TestFlight beta for iPhone and iPad. Leave your email and I'll send you the invite.
No ads, no subscription, and no energy timers. Ever.
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