Tilt guide: three stars, every world and the level editor
Updated 25 October 2026
Tilt is a rolling-ball game: lean the course and guide a ball to the goal, collecting what you can on the way. It is built for a phone's tilt sensor but plays just as well on a keyboard or a gamepad. This guide covers the controls, how the ball handles, what each of the six worlds adds, exactly how stars and scores are worked out, and the extras: bonus stages, the daily level, ghosts, skins and the level editor.

Controls
- Phone or tablet: tilt the device to roll the ball and tap JUMP to hop. Hold it in landscape. With Jump by Hop switched on in Settings you can also jump by lifting the phone sharply. If tilt is switched off or your device has no sensor, an on-screen thumbstick appears instead.
- Keyboard: the arrow keys or W A S D tilt the course, Space or K jumps, and Esc or P pauses.
- Gamepad: the left stick or the d-pad tilts, A jumps and Start pauses.
Settings has tilt sensitivity, inverted X and Y for tilt, graphics quality, ghost replays, colour-blind palettes (protanopia, deuteranopia and tritanopia) and a high-contrast mode.
How the ball handles
The course leans at most 22 degrees, eases towards the angle you ask for over about a tenth of a second, and drifts back to flat a little more slowly when you let go. The ball has real weight: it builds speed down a slope, carries momentum into turns, and tops out at a fixed maximum speed.
- Small inputs. The commonest mistake is leaning too hard and then too hard the other way. Ease the ball, and let go early to let the course level out before a narrow section.
- Brake by leaning back. There is no brake button; leaning against the ball's direction slows it. Start slowing before a corner, not in it.
- Jumps are forgiving. You can still jump for a split second after rolling off an edge, and a jump pressed just before you land is remembered and used the moment you touch down.
The six worlds
The campaign has 48 levels, eight in each of six worlds, and every world brings something new:
- World 1: the basics, from First Roll through bridges, forks and a little maze to Graduation.
- World 2: moving platforms, called ferries, and conveyor belts, ending at Transit Hub.
- World 3: bounce pads, steps and gaps that need a jump, ending at Bounce Castle.
- World 4: portals that warp the ball across the course, and keys. A goal that needs keys stays locked until you have collected them all. Ends at Nexus.
- World 5: hazards: spinners, saws, laser gates, rollers and a carousel, ending at The Grinder.
- World 6: switches that open gates, wind, paths that collapse behind you, sticky floors, and finally all of it at once in Expert Gauntlet and Finale.
Ice turns up from the first world on: it is slippery and gives you far less control, so steer early. In wind you have less control as well. Sticky floors grip, which slows the ball but makes it easier to stop.
Stars
Every level awards up to three stars:
- One star for reaching the goal.
- One star for collecting every coin.
- One star for finishing within the level's par time without falling or dying.
Par times run from 30 seconds on the first level to 70 on the last. The coin star and the time star often want different routes, so it is usually easier to earn them on separate runs: one careful run for the coins, one fast run for par.
Score
Each completed level is also scored, and your best score is kept:
- 100 for every coin,
- 25 for every second you finish under par,
- 500 for the level's fruit,
- 800 for collecting every coin,
- 1,500 for finishing without a death, and
- 2,500 more for doing both: every coin and no deaths,
- plus 50 for each coin in the chain you are on when you reach the goal. Coins collected within about two and a half seconds of each other build a chain.
The two big bonuses dwarf everything else, so a clean, complete run is worth far more than a quick one.
Fruit and the bonus stages
Each campaign level hides one piece of fruit, 48 in all. Every six you collect unlocks one of eight bonus stages: open arenas covered in coins, with thirty seconds of par to collect as many as you can.
The daily level
A new level is generated every day. It has its own scores and its own streak, kept separately from the campaign, so play it every day to keep the streak going.
Ghosts
With ghost replays on, your best run on each level is recorded, and a ghost ball replays it the next time you play that level. Racing your own ghost is the best way to find where a run loses time, and beating it counts towards achievements and a ball skin.
Ball skins and achievements
There are twenty ball skins, each unlocked by something you do. A few examples: Chrome for clearing World 1, Oak for 500 coins in total, Gold for 2,500, Ember for a speed clear (finishing in under three-quarters of par), Crystal for beating a ghost, Retro for seven daily levels, Aurora for a seven-day daily streak, Bubble for all 48 fruit, Galaxy for clearing every world, and Prismatic for completing everything. There are also 55 achievements, from jumps and bounces to daily streaks and ghosts, and a statistics page that records your coins, jumps, best combo, playtime and more.
The level editor
The editor builds levels from blocks: solid ground, ice, sticky floor, bounce pads, collapsing tiles and conveyors, plus coins, fruit, keys, spikes, the start and the goal. Test your level as you build it, then export it: the level downloads as a small file and is also copied to your clipboard, so you can send it to a friend, who imports it into their own Tilt. Your whole save can be moved the same way: Export Save and Import Save in Settings take your progress to another browser or device.
Ready to play?
Tilt runs in your browser, free, with nothing to install. Play Tilt now, or browse the categories for something else.
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