Spire is a one-tap swinging game. Hold to grab the nearest rooftop spire with your rope and swing; let go to fly. Release at the right moment and you'll soar across the city skyline.
How to play Spire
- Hold anywhere to attach your rope to the next spire and swing.
- Release to let go and fly forward.
- Keep moving across the rooftops — distance is your score.
- Landing on a roof bounces you up safely — just don't fall into the street or hit the side of a building.
Tips to get a high score
- Let go on the upswing, as your blob rises forward, for the longest flights.
- Short, quick swings are safer than big ones when spires are close together.
- Grab coins floating in the arcs between spires.
How the skyline changes
The first few spires are set close together and fairly low, so you can get the feel of a swing. After that the skyline spreads out over about the first 70 seconds. The gaps between spires grow by nearly half, and each hook can sit much higher or lower than the last.
Two new things also show up. Some hooks start bobbing up and down, and bob faster as the run goes on, so you need to time your grab. Narrow towers with no hook start rising between spires too. They get more common and taller until most gaps have one.
Grabbing, pumping and letting go
Pressing grabs the nearest hook ahead of you that's within reach of your rope. You can't grab one behind you. If nothing is close enough, the press does nothing, so a jump that falls short is lost. If you grab from right at the edge of your reach, the rope quickly pulls in a little to its normal length.
While you're on the forward part of a swing, you speed up a little on every frame. Swinging backward gives you nothing extra. A full forward arc is where your speed comes from.
Don't hang around. A hook snaps after about three and a half seconds of hanging, and you drop wherever you are.
The best time to let go is when you're moving forward and climbing at roughly 30 to 45 degrees. Get it right and you'll see PERFECT, and perfect releases in a row count up as PERFECT x2, x3. Stay in the air long enough before your next grab and you'll get BIG AIR.
Roofs, towers and the street
Landing on top of a roof won't end your run. It bounces you back up and keeps you moving forward. Hitting the side of a building or tower ends the run, and so does dropping into the fog at street level.
Your score is how far right you've gone, so pausing doesn't cost you points, but swinging back doesn't win any either. The coin arcs between spires sit a little below hook height, about where a good release carries you. Coins buy hats and don't add to your score.
Daily levels and ghost races
Today's Spire level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
When is the best time to let go?
Just after the bottom of your swing, while you're moving forward and up. Let go too early and you'll drop; too late and you'll swing backward.
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 Spire to your site
Spire is free to embed on your blog, class page or website. Paste this code:
<iframe src="https://tapamine.com/embed/spire/" title="Spire: 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>