STARSHIP RESCUE

Gravity · Slingshot

STARSHIP
RESCUE


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.

01 · The idea

Aim into a gravity field

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.

01

Drag to plot

Direction aims, distance sets power. One gesture, one hand, no buttons to learn. Release to commit.

02

Read the field

The grid bends toward mass, so you can see where the pull is before you spend a launch on finding out.

03

Time the gap

Moons run on fixed orbits. Watch the rhythm, wait for the window, and let go on the beat.

02 · Screens

A vector display, not a filter

Wireframe rocks, phosphor bloom and a grid that warps under gravity. Everything on screen is drawn as line work — there is not a single texture in the game.

Title screen: wireframe asteroids drifting behind the Starship Rescue logo
Attract
Aiming: the ship at the bottom of the field with a dotted preview arc curving up past a planet
Plotting a launch
Mid-flight: the ship trailing a bright cyan arc bent around wireframe planets
In flight
Sector map: hexagonal nodes joined by a dashed route
Sector map
Sector cleared: wormhole reached with all five crew aboard
Sector cleared

03 · The part nobody else does

Every sector is solved before you see it

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.

04 · Details

What you get

Platform
iPhone · Android
Price
£3.99
Paid up front · no ads, no in-app purchases
Sectors
60
Controls
One thumb
Account
Not required
Network
Plays offline

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.