Ballast Descent

App Store Game Games USD 1.99
8 Sept 2026launched 22 days ago
0.00 ratings
n/aApple doesn’t publish installs
WorldwideSold in 50+ App Store storefronts
1.0latest version · 21 days ago

Screenshots

About

A weighted ball falling through a shaft that rebuilds itself beneath you. And a Void with a rack of saw blades grinding down from above that never, ever stops. Ball weight is everything! Pickups move you across five tiers — FEATHER, LIGHT, STEEL, HEAVY, IRON — and each one changes three things at once. Heavy falls fast and smashes straight through cracked panels, but will not fit a narrow slot. Light threads gaps nothing else can reach and rides updrafts, but it drifts, and drifting is how the Void catches you. There is always a route for every weight. Finding it means committing to a weight several rows before you need it — and the two pickups above the next wall are the only warning you get. THE VOID It follows you down. It accelerates the deeper you go, and it closes the instant you stall on top of a bar hunting for the gap. Clear a row without scraping a wall and you chain a clean pass — and every chain shoves the Void back up. Playing well is the only thing that buys you room. THE FALL IS REAL Air drag is genuine and quadratic, so each tier settles at its own terminal velocity. A feather truly drifts. An iron ball truly plummets. Nothing about the descent is scripted or faked — it falls out of the physics. A MAZE THAT NEVER REPEATS Every row is generated as you fall: sliding bars, spinners, bumpers, brittle panels, updraft columns, and slot filters that only the light can thread. Difficulty is a function of depth, so the ramp never resets and no two descents are the same. THE LONG FALL Ranks are earned by total distance, so a bad run still moves you forward — SURFACE, SHALLOWS, THE DRIFT, MIDDEPTH, THE ABYSS, MANTLE, THE CORE. Twelve badges to collect, from your first descent to falling ten kilometres in total. CONTROLS Tilt the device, or steer with your thumb — switch between them at any time. Tap anywhere to bounce, which is also how you get yourself unstuck. BUY IT ONCE No ads. No in-app purchases. No energy meter, no timers, no shop, no daily reward you have to come back for. Nothing interrupts a run and nothing is sold to you mid-fall. Every rank and every badge is earned by falling. It works entirely offline. Portrait. One hand. Every run ends fast enough that you will start another one.Read more
A weighted ball falling through a shaft that rebuilds itself beneath you. And a Void with a rack of saw blades grinding down from above that never, ever stops. Ball weight is everything! Pickups move you across five tiers — FEATHER, LIGHT, STEEL, HEAVY, IRON — and each one changes three things at once. Heavy falls fast and smashes straight through cracked panels, but will not fit a narrow slot. Light threads gaps nothing else can reach and rides updrafts, but it drifts, and drifting is how the Void catches you. There is always a route for every weight. Finding it means committing to a weight several rows before you need it — and the two pickups above the next wall are the only warning you get. THE VOID It follows you down. It accelerates the deeper you go, and it closes the instant you stall on top of a bar hunting for the gap. Clear a row without scraping a wall and you chain a clean pass — and every chain shoves the Void back up. Playing well is the only thing that buys you room. THE FALL IS REAL Air drag is genuine and quadratic, so each tier settles at its own terminal velocity. A feather truly drifts. An iron ball truly plummets. Nothing about the descent is scripted or faked — it falls out of the physics. A MAZE THAT NEVER REPEATS Every row is generated as you fall: sliding bars, spinners, bumpers, brittle panels, updraft columns, and slot filters that only the light can thread. Difficulty is a function of depth, so the ramp never resets and no two descents are the same. THE LONG FALL Ranks are earned by total distance, so a bad run still moves you forward — SURFACE, SHALLOWS, THE DRIFT, MIDDEPTH, THE ABYSS, MANTLE, THE CORE. Twelve badges to collect, from your first descent to falling ten kilometres in total. CONTROLS Tilt the device, or steer with your thumb — switch between them at any time. Tap anywhere to bounce, which is also how you get yourself unstuck. BUY IT ONCE No ads. No in-app purchases. No energy meter, no timers, no shop, no daily reward you have to come back for. Nothing interrupts a run and nothing is sold to you mid-fall. Every rank and every badge is earned by falling. It works entirely offline. Portrait. One hand. Every run ends fast enough that you will start another one.

Versions

  1. Version 1.0First seen · 9 Sept 2026

Countries

Worldwide

Apple lists this app in 50 or more storefronts, so it is available almost everywhere.

RwandaTurkey

Chart positions

#51New Paid · gamesRwanda · 26 Sept 2026
#51New PaidRwanda · 26 Sept 2026

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