Help & Guide

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Diamonds 0
Keys 0

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.

Contact An enemy touching your ship ends the run, unless a shield is up.
Leaving the field You can't. The ship is clamped inside the screen, so drifting into an edge is safe.
Theme hazards Pool pockets and Solar System black holes kill on contact.

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.

10,000points Fast enemies start spawningA second, quicker spawner runs alongside the normal one.
20,000points Fast enemies every 3 secondsThey also move noticeably quicker from here.
30,000points Fast enemies every 1 secondThe hardest sustained pressure in the game.

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 pts

A 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 pts

A 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 pts

An 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 more

Vertical 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 pts

Absorbs 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 pts

Fires three projectiles in a spread. 5 seconds at level 1, up to 13 seconds at level 4.

Projectile

Permanent upgrade

Unlike 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.

1strevive Free — watch a short adOne ad revive per run. No account needed.
2ndrevive Costs 1 keyTitled "Third Chance" in the modal.
3rdrevive Costs 1 key — the last oneTitled "Final Chance". The run ends after this.

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 drop

The everyday currency, weighted toward the low end. Spend on card upgrades and on unlocking themes outright.

Diamonds

Above 4,000 pts · max 5 / run

Rare. 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 / run

The 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.

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
2,500Champion

Tap the trophy pill in the top bar to open the Trophy Road, which shows every badge and how far you are from the next.

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 → 100,000

Eight tiers. The last two pay keys.

Games played

5 → 500

Seven tiers, rewarding persistence rather than skill.

Best single score

5,000 → 75,000

Seven tiers. Only your personal best counts.

Time played

30 min → 25 hrs

Five tiers, counted across every run.

Themes owned

1 · 3 · all 7

Owning every theme pays 30,000 coins and 3 keys.

Login streak

3 · 7 · 14 · 30 days

Based 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.

FreeIncluded

Emoji

Dozens of emoji faces on a blue field. Standard rules — the cheapest way to change the mood.

8,000coins

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.

72,000coins

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.

72,000coins

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.

96,000coins

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.

96,000coins

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.

120,000coins

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.

144,000coins

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.

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.

Found a bug or need a hand? Email support@playroundy.com. Our Privacy Policy and Terms of Service cover the rest.