TUNL

Eternal Labyrinth

Tap to hop, hold to climb. See how far you get before the tunnel closes in.

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Hold. Release. Survive.

TAP / HOLDHop up, or keep climbing
RELEASEGravity pulls you down
DODGEStalactites, mines, cannons, walls
TUNL debriefing screen - check your rank, the whole world flies the same cave
1

Share the run, not the score

End a great run and send a card of the tunnel you actually flew - the corridor narrowing, the exact spot you died, and your personal best marked just ahead of it. Everyone gets the same cave that day, so anyone you send it to can go straight at your number.

How to play
TUNL gameplay - tap to hop, hold to climb, one touch is the whole game
2

Race your own ghost

Your best run of the day flies alongside you as a ghost ship. Catch it, pass it, and the next run starts chasing the one you just set.

Devlog
TUNL title screen - one cave, every player, every day
3

Every ship, a real build choice

8 ships, each pairing a buff with a drawback, from the free PEARL starter up through AMBER, CRIMSON, ELECTRIC, TOXIC, VOID, NOVA, and the rare SOLARIS (wide near-miss window, larger hitbox). Fly one enough and it gains mastery, easing its drawback and growing its buff.

Ships
TUNL star - fill the meter and smash through everything in your way
4

Stalactites, mines, boulders, cannons

Sharp stalactites, paired chicanes, spikes that shake loose and fall, boulders that make you commit up or down, and rare wall-mounted cannons that open fire as you close in. Each new stretch of cave brings a new threat, and the run keeps speeding up. From sector 4 every sector has its own character, from crystal forest to a dark stretch lit only by your ship.

How to play

Features

Eight Ships, Eight Feels

Same one-button feel, different tradeoffs.

PEARL

Starter, free

The neutral baseline every run starts with - no perk, no penalty, just the feel of the ship.

AMBER

240 shards, 1 stardust

Reaches further for coins than any other ship, at the cost of a slightly bigger hitbox.

CRIMSON

320 shards, 5 stardust

Slips through gaps other ships can't fit through, trading away some shield capacity for it.

ELECTRIC

560 shards, 15 stardust

Bends time harder and longer whenever a slow-time coin lands.

TOXIC

1,280 shards, 35 stardust

Every gold coin buys more corridor room, though the bonus burns off faster too.

VOID

2,400 shards, 65 stardust

Every third shield coin gives two shields instead of one, at the cost of some margin on close calls.

NOVA

4,000 shards, 110 stardust

Every magnet coin pulls coins in for much longer, with less ammo held in reserve.

SOLARIS

Rare, 5,600 shards, 180 stardust

The rarest ship in the roster - forgiving on close calls, built for players chasing the deepest runs.

Screenshots

Play in your browser Get the free app or play in your browser