Gravolo

Game · Product design · iPhone, iPad, Mac · 2026

Gravolo is a marble puzzle drawn in a single black line. Every level is a small landscape of squares, a start and a hole. You raise and sink the squares to build slopes, then drop the marble and watch it roll. There is no aiming: if the ground is right, the marble finds the hole.

Role
Concept, game design, art direction, code, levels, sound
Timeline
2026
Platform
iPhone, iPad and Mac · touch, keyboard, controller
Scope
72 levels in four sets, seven How to play boards
The Gravolo app icon: a red marble on a grid of black lines

Shape the ground, drop the red marble, and let gravity finish the puzzle.

  • 01
    Shape

    Tap a square to raise it a step, double tap to sink it. The slopes you build are the only thing that moves the marble.

  • 02
    Drop

    Tap the marble and it rolls, for real, on a deterministic physics engine. No aiming, no luck. If it stops or falls off, change the ground and drop again.

  • 03
    Watch

    When it finds the hole, the board settles back to zero in a wave and the camera dives through the hole into the next level.

The idea

Most marble games are about hand skill: tilt, aim, time the flick. Gravolo moves the whole challenge into thinking. You build first, then let go, and the physics does the rest. Because the marble always rolls the same way twice, a failed drop is information, not bad luck.

Who it is for

A calm, fair puzzle for a wide audience. A level takes a minute or ten and can be put down at any moment. Trying costs nothing: failed drops are free, so the only pressure is the one players choose, playing for fewer moves.

Black line on white. One red marble.

Everything is drawn as a technical drawing: a single black line, squares in true perspective that lean outward as they rise, and slopes shaded by one light. The marble is the only saturated thing on screen, so the eye always knows where to look.

Machines get pale tints, so a board reads at a glance:

How to play, board 1: tap the marked square to raise it a step, then tap the marble's square to drop it
How to play, 1 of 7
Level 6 of Springs: a pink bumper and blue springs between the start and the hole
Springs, level 6
Level 13 of Machines: hatched raised squares, a pale green tile that moves, and the marble at the start
Machines, level 13

Type

JetBrains Mono at one weight, and nothing to read but moves, target, level and set. The interface stays out of the way of the board.

Sound

Made live, with no audio files: glass tinks when the marble strikes, a bending note for a spring, a tock for every block, a chime for the hole. On iPhone the Taptic Engine answers each strike, harder when the marble hits harder.

Four sets of 18, each adding a machine

The game teaches by adding one idea at a time. Seven short How to play boards come first, so a new player is solving within a minute.

A board from The Ground: squares only, with the start at the top and the hole on the left

01The Ground

Squares only. Learn to read slopes, gaps and walls.

A board from Springs: a pink bumper and blue spring squares between the start and the hole

02Springs

Bumpers that turn the marble 90 degrees, and springs that throw it into the air.

A board from Machines: a pale green moving tile and planks around the hole

03Machines

Planks that tip as the marble passes, buttons that raise bridges, and the first moving tiles.

A board from Everything: moving tiles, a bumper and springs on one board

04Everything

All of it together, with sliding tiles and lifts where the moment you drop matters.

72 levels, every one solved

Each level is grown from a route, a path from the start to the hole with the heights that carry the marble, and then flattened. It is kept only if the flat board fails and the route wins from three slightly different drops. Where tiles move, it must win across a window of at least half a second. The target is the cheapest build the solver found.

All 72 levels as thumbnails, in four rows of 18: The Ground, Springs, Machines and Everything
Swipe to see all 72 →
Fewer moves score better

A move is one step of one block, counted net: a block raised two steps and lowered one costs one. Every level has a target, and every solve goes to that level's Game Center leaderboard, with time as the tiebreak.

  • 01
    Hole in one

    Solved in a single move.

  • 02
    Perfect

    As few moves as the solver found.

  • 03
    Great

    Under the target.

  • 04
    Solved

    On or over the target. Still a win.

The scorecard: circles mark levels solved under target, squares mark levels over it, with totals for the set
Ten achievements

Drawn in the same line as the boards: one for each set, a hole in one, Perfect runs of 1, 18, 36 and 72 levels, and every level solved.

Made for Apple devices
Where it stands

Gravolo is complete and in beta on iPhone, iPad and Mac. Design, code, levels and sound are all Studio Ross, made by the same hands.

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