Player guide
Survive the screen. Everything else is a number.
Roundy is an endless arcade shooter. Enemies come from every edge, they get faster and more numerous the higher you score, and almost every system in the game unlocks at a specific score. This page lists those numbers.
Controls
Every ability key can be rebound, and both ship colours can be changed, from the Settings panel on the start screen.
Desktop
- Move — WASD or the arrow keys
- Aim — move the mouse
- Shoot — left mouse button
- Laser — right mouse button
- Blast — E Wave — R Snap — F
Touch
- Left stick — fly in any direction
- Right stick — aim and fire; tap to shoot where you are facing
- Ability buttons — ringed around the shoot stick
- Left-handed? Switch Layout on the start screen to mirror both sticks
- Landscape gives the widest view; portrait works too
Make it yours. Settings also holds Ship & Blast Color and Projectile Color pickers, and a Reset button that restores every default in one press.
How the difficulty climbs
Enemy speed and spawn rate both scale continuously with your score. These are the points where something new is added rather than merely turned up.
A standard kill is worth 100 points. Some themes pay bonuses on top — see Themes.
Abilities
You are not given abilities at the start of a run — you earn charges by scoring. Each one arrives on its own schedule, so what you have available depends entirely on how far you have got.
Laser
1 charge / 1,000 ptsA piercing beam that cuts through everything in a line. The most frequently earned ability, so it is the one to lean on.
Blast
1 charge / 3,000 ptsA shockwave that clears everything close to you. Best saved for the moment you are surrounded rather than spent on a single enemy.
Wave
1 charge / 4,000 ptsAn expanding ring that shoves enemies away instead of killing them outright. It buys space, which is often worth more than kills.
Snap
3 per run — no moreVertical lines that wipe out everything they sweep through. You get exactly three in a run, at 10,000, 30,000 and 50,000 points. There is no fourth.
Charges are not the same as levels. Charges are earned inside a run and spent immediately. Levels are permanent, bought with cards and coins on your account, and make every future charge stronger — see Upgrades.
Power-ups
These appear on the field as pickups rather than being granted to you. Fly over one to take it.
Shield
Spawns / 10,000 ptsAbsorbs contact that would otherwise end the run. 5 seconds at level 1, up to 13 seconds and four times the radius at level 4.
Triple Shot
Spawns / 5,000 ptsFires three projectiles in a spread. 5 seconds at level 1, up to 13 seconds at level 4.
Projectile
Permanent upgradeUnlike the other two this is not timed — levelling it raises your shot damage from 12 to 35 and its speed by up to 1.4×, for every run.
Staying alive
One mistake does not have to end a good run, but the help you get is limited and deliberately so.
Revives
Die on a run worth 1,500 points or more and the game freezes instead of ending. You get 15 seconds to choose, and the first second is deliberately unclickable so a shot you were already firing cannot dismiss the offer by accident.
Reviving keeps your score, coins and cards exactly as they were, clears every enemy off the screen, and gives you 3 seconds of shield to get your bearings.
Do not drift off the edge. If your ship leaves the visible area the screen pulses red and a 3-second countdown starts. Fly back inside and it stops. Let it finish and the run ends the same way any other death does.
Loot and currencies
Defeated enemies drop loot. Drops are capped per stretch of score, so grinding one spot does not out-earn playing well.
Coins
10–50 per dropThe everyday currency, weighted toward the low end. Spend on card upgrades and on unlocking themes outright.
Diamonds
Above 4,000 pts · max 5 / runRare. Diamonds buy the cards you are short of for an upgrade, and 7 of them exchange for 1 key in the Store.
Keys
Above 6,000 pts · max 2 / runThe rarest thing in the game, and the only currency that buys a revive once your free ad revive is gone.
Enemies also drop ability cards and power-up cards, which feed upgrades rather than doing anything during the run.
Double your haul. On the end screen, if the run earned anything worth doubling, you can watch one ad to double the coins, cards and diamonds from it — up to 3 times a day. Trophies are never doubled.
Cards and upgrades
Upgrading is permanent and applies to every run afterwards. Open a card from the ability bar in-game, or from the grid on your account page — it is the same panel in both places.
Each level needs two things: enough cards of that type, and enough coins. Prices climb steeply, from 10 cards and 500 coins at level 1 to 400 cards and 30,000 coins at level 7.
- Abilities — Blast, Laser, Wave and Snap cap at level 8.
- Power-ups — Projectile, Shield and Triple Shot cap at level 4.
- Short on cards? Once you already have at least half the cards a level needs, diamonds top up the rest — 1 diamond per 3 missing cards.
- Coins cannot be substituted. Diamonds fill cards only; the coin price always has to be paid in coins.
Trophies and leaderboards
Trophies are the long game. They accumulate across every run you save and never reset.
You earn 1 trophy per 5,000 points in a saved run, so a 32,000-point game is worth 6 trophies. Your badge is set by your lifetime trophy total, not by any single score.
0Wooden
25Bronze
60Silver
150Gold
300Platinum
500Emerald
800Ruby
1,200Sapphire
1,700Star
2,500ChampionTap the trophy pill in the top bar to open the Trophy Road, which shows every badge and how far you are from the next.
- Score leaderboard — the best single runs in the world.
- Trophy leaderboard — the highest lifetime trophy totals.
- Your username, avatar and bio are public on both. See the Privacy Policy.
Scores need an account before you play. A run played as a guest can carry its coins, cards and diamonds over when you sign up, but it cannot be added to the leaderboard afterwards — the run has to be played while signed in. Saving a score also needs at least 1,500 points.
Achievements
Thirty-four one-time goals on your account page, tracked automatically in the background. Each pays out once, and you have to claim it yourself.
Enemies defeated
100 → 100,000Eight tiers. The last two pay keys.
Games played
5 → 500Seven tiers, rewarding persistence rather than skill.
Best single score
5,000 → 75,000Seven tiers. Only your personal best counts.
Time played
30 min → 25 hrsFive tiers, counted across every run.
Themes owned
1 · 3 · all 7Owning every theme pays 30,000 coins and 3 keys.
Login streak
3 · 7 · 14 · 30 daysBased on your best run of consecutive daily claims.
Rewards range from a couple of hundred coins to 25,000 coins, and the hardest ones pay keys — one of the few reliable ways to get them.
Themes
Themes are not skins. Each one changes what the enemies do, and several add hazards or scoring rules that exist nowhere else. Buy them with coins in the Store.
Normal
Geometric enemies and a motion trail. The baseline everything else is tuned against.
Emoji
Dozens of emoji faces on a blue field. Standard rules — the cheapest way to change the mood.
Fruit Salad
The fastest theme in the game — fruit spawns at roughly double the normal rate and slices into halves. Shooting a rotten one costs 500 points, so do not fire on reflex. The Laser destroys them for free, which makes it the safe way to clear a crowded board.
Sports Arena
Goals, hoops and golf holes appear at random. While one is on screen your first hit makes the ball bounce instead of popping — knock it into the target for +500. Miss and you lose points.
Pool
A full table with six pockets that kill you on contact. You are assigned solids or stripes: pocket your own type for +300, the wrong type for −300, and the 8-ball for −1,000.
Snow Crystal
Crystals that touch each other merge into clusters and then into snowballs that absorb everything nearby. Shoot the big ones to split them back down before they take over the screen.
Solar System
Spinning planets, fast asteroids, and black holes that grow by swallowing other enemies. Touching one ends the run instantly, and they get bigger the longer you leave them.
Space Ships
The only theme where enemies shoot back. Their projectiles can be destroyed by yours mid-flight, and they hold fire when they get close to you.
Try before you buy. The Store lets you watch an ad to unlock a theme temporarily for one session, so you can see how it plays before spending coins on it.
Daily rewards
The Store's Get Items tab refreshes on a countdown every day.
- Daily freebies — a rotating set of free rewards, one claim each.
- Login streak — claiming on consecutive days builds a streak, which feeds the streak achievements at 3, 7, 14 and 30 days.
- Ad rewards — 300 coins up to 5×, a card pack up to 3×, and a diamond up to 2× per day.
The caps reset daily. They exist so the store stays a top-up rather than a replacement for playing.
Your account
An account saves your progress, puts you on the leaderboards, and unlocks achievements. You can play without one.
- Profile — pick a public username, bio and avatar on the Account page. All three are visible to other players.
- Lifetime stats — best score, games played, enemies defeated, time played, best streak and themes owned.
- High scores — your personal top runs, and you can delete any of them individually.
- Password reset — from Account Settings, using your verified email.
- Delete account — also in Account Settings, and it removes your stored data.
- Age — anyone can play; creating an account requires you to be 13 or older.
Found a bug or need a hand? Email support@playroundy.com. Our Privacy Policy and Terms of Service cover the rest.