TUNL - Press Kit
Everything to cover TUNL: boilerplate copy, screenshots, video, logos, and how to reach the developer.
- Developer
- Theodoracatos (solo indie developer)
- Platforms
- iOS, Android, and the open web at flytunl.ch/play
- Genre
- Arcade / daily-challenge endless flyer
- Current version
- 19.11
- Languages
- 16, including Spanish, Arabic, Russian, Chinese, French, Korean, Portuguese, Hindi, Polish and Greek
- Orientation
- Landscape
- Price
- Free. Optional one-time purchases: Remove Ads and Unlock All Ships. Every ship can also be earned by playing, and ships are trade-offs rather than upgrades.
- App Store
- apps.apple.com/.../tunl-cave-flyer
- Google Play
- play.google.com/.../com.theodoracatos.tunl
- Website
- flytunl.ch
- Press contact
- [email protected]
Boilerplate
Short (one line)
TUNL is a one-button cave flyer for iOS, Android and the web where every player on Earth flies the exact same procedurally-generated cave each day.
Long (two paragraphs)
TUNL is a one-button arcade flyer: tap to hop, hold to climb, let go to fall, and thread a narrowing cave while dodging crystal stalactites, mines, boulders and wall-mounted cannons. Coins widen the tunnel and unlock power-ups - a shield, a magnet, bullet time, a laser - and a full star meter turns the ship into a star that shatters what it hits, so surviving deeper is a skill loop, not just a longer wait.
The catch is that the cave itself is seeded from the calendar date, so every player, on every platform, flies the identical corridor on a given day - the same near-miss, the same lucky coin run, the same wall that ends it. A daily leaderboard, a beatable ghost of the day's best run, and a one-tap share card turn that shared cave into something worth comparing notes on, not just a personal best to chase alone.
Plain text, no formatting - copy either block directly.
Feature list
- A daily cave shared by every player. The level is calculated from the UTC date, so a score means the same thing on every phone, and the global leaderboard compares like with like.
- One control. Tap to hop, hold to climb, let go to fall. Thrust sets acceleration, not position, so the ship carries momentum.
- Eight coins that show what they do. Gold widens the corridor, an hourglass slows time, a shield blocks a hit, a crosshair loads ammo, a magnet pulls coins, a bomb clears danger, and two look-alike traps, a poison flask and a drain whirlpool, take from you.
- A run built as a plan. Seven-second sectors each introduce one hazard: stalactites, mines, boulders, chicanes, cannons, falling spikes.
- A warp portal that makes you untouchable for a rush of speed.
- Eight ships with trade-offs, mastery per ship, and six cosmetic paint finishes.
- Ghost of your best run flying beside you, a debriefing with your world rank, and a share card that draws the tunnel you actually flew.
- Daily missions, achievements and streaks on Game Center and Play Games.
- Every run opens over a city at dusk and dives into the tunnel, and the ship is drawn in a three-quarter view with swing wings.
Story angles
Beyond a review, these are the parts of TUNL that make good stories. Each has a devlog post with the details and the numbers.
- A level that is a function, not a file. How one date becomes the same cave for every player, and the two bugs that silently broke that promise. One Cave, Every Player
- Balancing with simulated players. A difficulty plan tested by thousands of bot runs at four skill levels, and what that showed. Seven-Second Sectors
- Fairness across hardware. Physics that is identical from 12 to 144 Hz and a shared leaderboard that survives very different screens. The Same Ship on Every Screen
- One player comment, one constant. How the feel of the ship was tuned after real feedback. Too Fast, Then Too Floaty
- 3D without a 3D engine. A Three-Quarter View on a Flat Canvas
For a description of every version so far, see the changelog, and for the rules of the game the how-to-play guide. Details about the ships are on the ships page and about the developer on the about page.
Screenshots
Video
Asset notes: all gameplay footage and screenshots are real captures from the shipping build, with light AI touch-up only (upscaling, cleanup). The trailer has no narration: it is one real run, with the game's own music and sound. Need another cut? Email [email protected].
Logo & icon
Wordmark on both grounds it actually ships on - pick whichever reads on your background.

