01
Drag to plot
Direction aims, distance sets power. One gesture, one hand, no buttons to learn. Release to commit.
Gravity · Slingshot
Drag to aim and let go. Gravity bends the shot the rest of the way — around the planets, past the moons, through the wormhole. Five stranded crew are on the route if you can trace it.
Free to download. Sectors 01–15 are free to play; £3.99 unlocks all 100.
01 · The idea
There is no thrust and no steering. You get one decision — the direction and strength of the launch — and then you watch physics answer it. The aim line is a real trajectory from the same integrator that flies the ship, cut short so it hints without giving the answer away.
From sector nine, moons orbit the planets. They block, they never pull, and they keep moving while you aim. So when you release matters as much as where you point.
The full guide — how power trades against curve, how to read the grid, and what to try when a sector resists — is on how to play.
01
Direction aims, distance sets power. One gesture, one hand, no buttons to learn. Release to commit.
02
The grid bends toward mass, so you can see where the pull is before you spend a launch on finding out.
03
Moons run on fixed orbits. Watch the rhythm, wait for the window, and let go on the beat.
02 · Screens
Wireframe rocks, phosphor bloom and a grid that warps under gravity. Every sector is drawn as line work — the only artwork in the game is the title screen, which is the same picture the app launches into.
03 · The part nobody else does
Levels are not hand-placed and hoped over. Each one is built from bodies alone, then a solver brute-forces nearly two thousand launches through the real physics and keeps only the routes that reach the wormhole with genuine clearance and a watchable flight time. The crew are laid along a route that actually works.
Where moons are involved it goes further, tuning the orbits until there is a clear window long enough for a human to aim in — because a level that is statistically passable in a tenth of a second is a lottery, not a puzzle.
If a sector cannot be proven beatable, the build fails and it never ships. That check runs on every single change.
The physics underneath it is a real manoeuvre, and not the one most explanations describe: what a gravity slingshot actually is.
04 · Details
Accessibility is built in rather than bolted on: reduced motion stops the grid warp and spin, high contrast thickens the strokes and cuts the bloom, and line weight and glow are yours to set. Each way of losing sounds different, so the outcome is never carried by colour alone. The support page lists every setting and what it changes.
05 · What it costs
Starship Rescue is free to download, and sectors 01 to 15 are yours without paying anything. That is not a trailer: it is the first fifteen sectors of the real campaign, in order, ending on the one where the ship’s guns arrive. One payment of £3.99 unlocks the other eighty‑five.
You can play those fifteen sectors right now, in a browser, without a store or an install: play the demo. It is the same build that ships to phones, carrying the free sectors and nothing else.
That single unlock is the only thing this game ever sells. There are no adverts, no subscription, no second tier, no currency and nothing that expires — and there is no advertising SDK in the build, which is why the privacy page can say what it says.
01
Sectors 01–15, every mechanic the opening teaches, and the sector the guns arrive on.
02
The remaining 85 sectors: traffic lanes, blockades, and the routes that bend both ways.
03
Adverts, subscriptions, tracking, or a second thing to buy. The unlock is the whole shop.