One Input. No Take-Backs.
A crane sweeps your next block across the tower on a fixed arc. You can't move it, nudge it or undo it. You choose exactly one thing: the moment you let go.
Physics stacking challenge
A crane swings your next block over a wobbly tower, and you get one input: when to tap. Stack high enough for a little climber to grab the crate hanging above him — then watch it all come down.
What is Stackfall?
A crane sweeps your next block across the tower on a fixed arc. You can't move it, nudge it or undo it. You choose exactly one thing: the moment you let go.
A little climber lives on your tower, climbing its face peg by peg — and only onto blocks that have stopped moving. Above him a crate hangs from a balloon. Stack high enough and he jumps for it.
Every crate holds one part, and nothing tells you what the parts are for. The first hangs at 2.5 m, the eighth at 16 m. Some bring a new block or tool with them. Open all eight and find out what they build.
Three small missions are always on the go: land a block dead centre, stack one on its twin, help him up a few more pegs. They count across runs, so even a tower that topples gets you somewhere.
Finish a set of missions and your blocks get something new to wear — a party hat, specs, a moustache, a crown. Every block in the tower wears it at once.
Climb past the clouds and the sky starts noticing. A little guy eating mustard. A watcher who waves back. A moon that wakes up. A door, ajar, that never opens.
How it works
Your next block sweeps back and forth above the tower. That arc is fixed — it's the only thing standing between you and gravity.
No dragging, no aiming, no placing. The whole game is the instant you choose to let go.
The block keeps the crane's sideways speed as it falls, and the swing is fastest through the middle — so a dead-centre tap still drifts. Good players learn to lead it.
It settles, or it sways. Faces go calm, then worried, then outright panic. Overhang is fine. Sliding off the pad is not — and a drop that misses the tower just costs you the block.
Get the tower up to the crate on its balloon and your climber grabs it. The run is a win, the crate opens, and the next one hangs a little higher.
Screens

Stack the blocks high enough and your climber grabs the crate hanging above him.

Reach the crate and he holds it up. Then you find out what's inside.

One bad drop and down it all goes — panicked faces, spiral eyes, and a very satisfying collapse.

Open all eight crates and the parts come together. What do they build?

Finish missions and your blocks get something new to wear.

Climb high enough and you'll meet whoever lives up there. Yes, he's eating mustard.

Stack the blocks high enough and your climber grabs the crate hanging above him.

Reach the crate and he holds it up. Then you find out what's inside.

One bad drop and down it all goes — panicked faces, spiral eyes, and a very satisfying collapse.

Open all eight crates and the parts come together. What do they build?

Finish missions and your blocks get something new to wear.

Climb high enough and you'll meet whoever lives up there. Yes, he's eating mustard.
Questions
You don't place them. A crane swings each block on a fixed arc and you tap to drop it — that is the entire input. Stackfall is a timing game wearing a builder's clothes.
Every run is for something. A crate hangs from a balloon above your tower; stack high enough and your climber grabs it, and the run ends as a win. Each crate holds a part of something — open all eight to find out what. A second chapter has eight more.
A drop that sails off the side just costs you that block — the run carries on. A tower that topples ends the run, in slow motion, with a spotlight, because by then you've earned it. Try again and the crate is still waiting.
The game never gets harder: no speed-ups, no rigged physics. The crates just hang higher, and the blocks you rushed at the bottom start to matter. The first few come quickly; the eighth asks for a genuinely good tower.
Three missions are always running, and they count across runs — a block dead centre here, a few pegs climbed there. Most runs finish at least one, even the ones that fall over, and every finished set dresses your blocks in something new.
Your timing, and your toolbox. You learn that a dropped block inherits the crane's momentum, so you stop tapping at the middle and start leading the swing. And some crates bring new blocks with them — a wide deck, a preview of what's coming next.
No. No accounts, no sign-in, and it plays fully offline. Anonymous analytics are optional and can be switched off in Settings.
Play Stackfall
Build carefully. Or build dangerously. Just don't let it fall.