Swing.
Swing a courier robot through 120 routes in eight worlds. Hold to catch a hook, let go to fly, and chase three stars on every route.
How to play Swing
- Press Start the journey, or Continue to pick up at the next route. Worlds shows every world and route with its stars; Daily Line, Classic rooftops and Couriers are on the same menu. The clock only starts when you first hold.
- Hold to catch. The dotted ring marks the hook your hold will catch: the nearest one above you and not behind you, within a rope length. If nothing is in reach yet, keep holding and the rope catches as soon as a hook comes into range.
- Let go to fly. The courier keeps its speed and direction at the moment you release, so let go as you rise toward the next hook. Hanging on pumps the swing higher each time, which helps before a long gap.
- Use what each world gives you. Spring pads and ice ramps throw you up, buoys and snowballs bounce you away, boost rings fling you along their arrow, and warm vents lift you. Roofs are safe: land, jog to the edge and hold to catch the next hook.
- Avoid what ends a run: coral fans, spinning sprinkler arms, lit lantern wires and falling into the haze below the roofs. Rusty and icy hooks creak before they snap, so move on quickly. A fall restarts the route by itself in under a second, or at once if you press again.
- Reach the delivery gate. The result shows your time, bolts, flips and catches, and which stars you earned. Pause with P or the pause button at any time; switching tabs pauses too, and the courier waits exactly where it was.
Make your move
On your computer
- Hold Space or the left mouse button: catch the highlighted hook. Release: let go and fly.
- P or Escape: pause. R: retry the route at once. L: back to the route list.
- Tab and Enter work in every menu. The on-screen Hold button also accepts Space or Enter.
On your phone or tablet
- Touch and hold anywhere on the play field to catch a hook; lift your finger to let go.
- Tap after a fall to restart immediately. Pause, retry and the route list sit in the top bar.
- Play upright for a tall view or sideways for a wide one; turning the phone pauses the swing.
About Swing
Swing is a one-button physics game about a small courier robot with a very long delivery round. The rooftops are too far apart to jump, so the courier throws a rope. Hold the screen, the mouse button or Space and the rope catches the hook that is highlighted by a dotted ring. Let go and the courier flies with whatever speed the swing gave it. Then hold again to catch the next hook in reach. The camera follows the flight and looks ahead, so the hooks in front of you stay on screen, and on a phone held upright the view simply grows taller.
The swing is built to feel physical. When the rope catches it reels in a little, and because the courier keeps its angular momentum that makes it whip around faster. Staying on a hook pumps the swing, so each pass climbs higher, which lets you build speed for a long gap. Letting go on the upswing gives height; letting go at the bottom gives distance; hanging on past the top swings you back. Fast flights make the courier tuck and spin, and full turns count as flips. The physics run at a fixed 120 steps a second, so the same inputs give the same flight on a 60 Hz phone or a 144 Hz monitor.
The Journey has 120 routes in eight worlds, fifteen routes each. Sunlit Workshop teaches the rhythm, long gaps, spring pads and safe roofs. Harbor Cranes adds bouncing buoys, sliding crane trolleys and low decks. Copper Rooftops brings coral fans, chimneys and rusty hooks that snap about a second after you catch them. The Airworks has warm vents, boost rings and circling balloon hooks. Glasshouse Terraces bobs its hanging baskets and spins its sprinkler arms. Lantern Market strings live lantern wires that blink on and off, plus patrolling fans. Frost Observatory tilts its ice ramps and drifts its snowballs, and Storm Summit mixes everything in wind and rain. Each new idea arrives on its own route with a one-line explanation.
Every route earns up to three stars: one for delivering, one for collecting all three bolts in a single run and one for beating the target time. Stars open the next world and unlock couriers, from Sea Glass to Night Mail to the Gold Standard, which only appears when every Journey route has three stars. Couriers change colours, rope and trail only; none of them swings differently. Beside the Journey there is a Daily Line, a fresh route every day that is the same for everyone and is checked by the courier bot before you see it, and the Classic set, the original twenty one-screen rooftop routes with their original swing and any medals you earned on them.
A swing with real weight
The rope reels in as it catches, so a good grab whips you faster. Hang on and each pass climbs a little higher, like pumping a playground swing. Let go on the rise and the courier tucks into flips at speed.
Eight worlds, 120 routes
From the Sunlit Workshop to Storm Summit, every world adds new pieces: springs, buoys, crane trolleys, fans, rusty hooks, warm vents, boost rings, balloons, sprinkler arms, lantern wires, ice ramps and drifting snowballs.
Proven fair, then yours to master
A courier bot finished every route with real hold and release inputs, and every input on its line can be early or late by 25 to 42 milliseconds and still work. Stars, a ghost of your best run and ten couriers to earn do the rest.
A little help for your next high score
- Let go a little after the lowest point of the swing, while you are still rising. Releasing too late carries you back the way you came.
- Before a long gap, hang on for one extra pass. The pump builds speed, and a faster courier flies much further.
- Holding early is allowed: keep the input down and the rope catches the moment a hook comes into range, so you do not need a perfectly timed tap.
- Bolts sit on a good line through the route. Get the delivery first, then replay for the bolts and the target time; stars from different runs all count.
- Stuck on a route? After three falls you can switch on the guide courier, a pale courier that flies a proven line beside you. Race my best shows a ghost of your fastest delivery.
Good questions
How do I attach the rope in Swing?
Hold the play field, the mouse button or Space. The rope catches the hook marked by the dotted ring: the nearest reachable hook above you and not behind you. If none is in reach, keep holding and it catches as soon as one is.
How many levels does Swing have?
The Journey has 120 routes across eight worlds. There is also a Daily Line with a new route every day and the Classic set of twenty one-screen routes from the first version of the game.
Is every route really possible?
Yes. A courier bot finished every Journey route using only hold and release inputs on the real game rules, and the tests replay those recorded lines. Every input on each line can be 25 to 42 milliseconds early or late and the route can still be finished.
How do stars work?
Each route has three stars: deliver the parcel, collect all three bolts in one run, and finish under the target time. You can earn them in different runs. Stars open new worlds and unlock couriers.
What happened to my old Swing medals?
The original twenty routes are now the Classic set with their original swing. Medals, best times and bolt counts saved by the first version move there automatically, and they count toward your stars.
Does Swing need an account or save online?
No account is needed. Stars, times, ghosts, the Daily Line streak and your courier are saved in this browser. If storage is blocked, the game still works for the current visit. There is no online leaderboard.


