Drop is a fast one-tap falling game. Your rolling wheel races across each floor — tap to turn around and line up with the gap, then fall to the next floor. Keep dropping, because the floors are rising toward a spiky ceiling.
How to play Drop
- Tap once to start your wheel rolling. It bounces off the walls.
- After that, tap to turn around. Holding turns you around, then brakes.
- Roll over a gap to fall to the next floor. Each floor is a point.
- Avoid red spikes and don't let the floors carry you into the ceiling.
Tips to get a high score
- Fall through several floors in a row to build a combo.
- Braking turns you around first — start a hold just past a gap to creep back onto it.
- Stay low on the screen — the ceiling speeds up as you go.
What changes the deeper you go
The rising floors are the main pressure in Drop, and they speed up fast at the start. About 15 to 20 seconds into a run they're already rising at well over half their top speed. By around 70 seconds they've more than doubled, and from there they stay at that pace. Your wheel rolls a bit faster over the same stretch.
The floors change too, based on how many you've passed rather than on time. Gaps get narrower over roughly the first 40 floors, and floors with two gaps become rarer. Spikes start appearing around the seventh floor. After that they show up on more floors, get wider, and deep in a run you can meet two spike strips on the same floor.
There is one rule in your favour. Spikes never sit directly under a gap, and there's always a spike-free way from below the gap you fell through to a gap on the next floor.
Combos and chutes
Each floor you fall through is one point. Your combo counter (x2, x3 and up) goes up with every floor you pass and only resets if you sit on a floor for more than about two-thirds of a second. A quick bounce-and-roll to the next gap keeps it going.
The combo is for show and doesn't change your score. Still, chasing it pays off, because a player who keeps moving stays well clear of the ceiling.
Look out for chutes, where a floor's gap lines up right under the one above. Roll into one and you can fall several floors in a row without touching anything. They only appear below floors that have no spikes.
Turning, braking and steering in mid-air
Your first tap only starts the wheel rolling. After that, every press turns you around, including the start of a hold. Hold past a split second and you also slow to a crawl. So braking always reverses you first. Plan for that when you brake next to a gap.
You can turn while falling too. Your wheel keeps its sideways speed in the air, so a long fall can carry you past the safe spot and onto spikes. If you see one coming under you, tap in mid-air to reverse.
Walls are safe. The wheel just bounces back. When the nearest gap is behind you, bouncing off the wall to reach it can be quicker than turning around.
Daily levels and ghost races
Today's Drop level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
Why did I get squished?
The floors keep rising. If you rest on a floor too long it carries you into the spiky ceiling — keep falling to stay safe.
Is it free?
Yes. Every Tapamine game is free to play in your browser with no download and no account.
Does it work on my phone?
Yes. Tapamine is built for phones first: portrait, one thumb, and it works offline after your first visit. It also works with a mouse or the spacebar on a computer.
How do challenges work?
After a run, tap “Challenge a friend” to send a link. Your friend plays the exact same level and races your ghost — a replay of your run — to see who wins.
Add Drop to your site
Drop is free to embed on your blog, class page or website. Paste this code:
<iframe src="https://tapamine.com/embed/drop/" title="Drop: free one-tap game" width="360" height="640" style="border:0;border-radius:16px;max-width:100%" allow="autoplay; fullscreen; web-share" loading="lazy"></iframe>