Press Kit
Fact Sheet
- Title
- HEFT
- Tagline
- A game about weight.
- Genre
- Physics puzzle / Stacker
- Platforms
- iOS, Android
- Engine
- Unity 6 (Box2D 2D physics)
- Release
- Coming soon
- Price
- Free to play, ad-supported · one optional in-app purchase removes ads (no content is paywalled)
- Languages
- English, Spanish, Portuguese, Bosnian, Japanese, German
- Developer
- Amrudin Catic (independent)
- Contact
- amrudincatic@hotmail.com
Description · Short
HEFT is a one-tap physics stacker built for the satisfying click of a clean drop. Ten materials (concrete, steel, glass that shatters, ice that slides, gold worth double) unlock as you climb, each with its own real-world feel. Seven modes - including the Ascent roguelike climb and physics line-clear Cascade - plus thirty hand-tuned missions, an earnable engineer's toolkit, and spectacular structural collapses. Free with no paywalls and no banner ads; one optional purchase removes the ads.
Description · Long
HEFT is a mobile physics stacker that takes a familiar genre and tightens every variable until each block has weight. Built in Unity with Box2D physics, the game gives ten materials (from concrete and steel to bouncy rubber, weightless foam, double-scoring gold, and slick obsidian) their own friction, restitution, and density · so the same shape behaves ten different ways depending on what it is.
The core loop is one tap: a block hovers and drifts; you tap to drop. A clean landing rewards a precision bonus. A bad one starts the tower wobbling · physics carries it for a few seconds before the collapse, and you can spend a rewarded ad to take back the last drop.
Thirty hand-tuned missions teach the materials one at a time. Endless mode is the playground, where new materials unlock the higher you climb. Seven modes span the moods · the Ascent roguelike (escalating altitude segments, each ending in a draft-and-bank-or-push checkpoint), Time Attack, Hardcore, Blueprint silhouette-fill, Cascade (a physics line-clear where filled rows cell-slice out and chain), and a no-fail Zen sandbox · alongside daily challenges that keep returners coming back.
Deeper play layers on top of the one-tap core: an earned engineer's toolkit (ballast, mortar, damper, aligner, keystone, counterweight, crane) to brace a leaning tower; environmental hazards · wind gusts, ground tremors, slick rain, and a swinging wrecking ball · that fight the build; brittle materials that crush and drop the stack in a telegraphed structural collapse; and a flow system that chains clean drops into a score multiplier across a multi-axis score (height × stability × efficiency × style). The whole game is free: every mission, every material, every mode, with no paywalls. The only ads are an interstitial every few runs plus an optional rewarded ad to take back a fallen tower; no banner ads. A single optional in-app purchase removes the ads and unlocks nothing else.
Features
- Real Box2D physics · every material has distinct friction, restitution, and density.
- Ten materials, unlocked by altitude: concrete, steel, wood, rubber, glass (shatters), ice (slides), stone, foam, gold (×2 score), obsidian.
- Seven game modes: Endless, Ascent (roguelike bank-or-push climb), Time Attack, Hardcore, Blueprint (silhouette fill), Cascade (physics line-clear), and no-fail Zen.
- 30 hand-tuned missions across 6 difficulty tiers, plus daily challenges with streak tracking.
- Engineer's toolkit · seven earnable, deployable tools (ballast, mortar, damper, aligner, keystone, counterweight, crane) to stabilise a tower mid-build.
- Environmental hazards · telegraphed wind, tremors, slick rain, and a swinging wrecking ball that fight the build at altitude.
- Propagating structural collapse · brittle blocks crush under sustained load and drop the stack, with a severity-scaled slow-motion catastrophe.
- Flow & sensory layer · a clean-drop combo multiplier, a multi-axis score (height × stability × efficiency × style), and adaptive music that intensifies with height.
- Endless mode with cumulative height tracking + per-day leaderboards (Game Center / Play Games).
- 80 achievements across modes.
- Native haptics on every landing, drop, and collapse.
- Localized: English, Spanish, Portuguese, Bosnian, Japanese, German.
- Premium-feel: procedural audio that gracefully upgrades to real clips, dark mode, all UI in the Caution Minimal industrial design system.
Logo Assets
The HEFT mark is three stacked blocks · two concrete-gray, one Caution-500 orange, each rotated a few degrees. The wordmark uses Bebas Neue with a 4px Caution-500 underline.
Screenshots
About the Developer
HEFT is designed, built, and scored by Amrudin Catic, an independent developer working solo. It is a physics-first game made with deliberate scope: a few systems, each tuned until weight feels real, from a Box2D physics core to an original soundtrack composed track by track. See more of his work at amrudincatic.com and hear the full soundtrack at music.amrudincatic.com.