ROBINHEAD DOCS Play ↗
Gameplay

Controls & rules

Two heads, one ball, sixty seconds. Run, jump, swing your foot. The physics is the same deterministic simulation on your device and on the server, so what you see is what counts.

Controls#

←→AD
RunAccelerates to a top speed of 335 px/s
↑WSpace
JumpOnly from the ground
↓S
ShootSwings the foot (0.34 s cooldown)
ShiftF
Fire shotWhen the bar is full
PEsc
PauseMenu / fullscreen exit

On a phone#

Landscape mode shows on-screen buttons during a match.

Run leftRun right
RunLeft and right
Jump
JumpTap
Shoot
ShootTap to swing
Fire shot
Fire shotLights up when ready
What the server sees

Only five booleans: left, right, jump, kick, super. Your position, the ball and the score are never sent by your client.

The pitch#

The playfield is a fixed 1000 × 560 world. A goal counts only when the whole ball is past the line and below the crossbar, so grazing a post or going over the top does not score.

crossbar y = 332 ground y = 500 ball spawns (500, 150) P1 x = 280 P2 x = 720 goal 96 px W = 1000 H = 560
Coordinates are server-side; the server stores a player's y at the feet, the client draws from the head centre.

Match rules#

RuleValue
Match clock60 s (server-authoritative)
Kickoff freeze1.2 s before play
After each goal1.6 s pause, then both players and the ball reset
Level at full timeGolden goal: play continues and the next goal ends the match
Score at full timeThe higher score wins
Leaving or dropping outYou forfeit; see Disconnects & AFK
KICKOFF1.2 s freeze LIVE PLAYclock runs from 60 GOAL1.6 s then reset FULL TIMEclock hits 0 SCORE DECIDES GOLDEN GOAL next point tied
A tied match never ends in a draw; a golden goal always produces a winner.

Movement and kicking#

ConstantValueMeaning
Gravity1900 px/s²Applies to players and the ball
Run speed335 px/sTop speed on foot
Ground / air acceleration3400 / 1900 px/s²Air control is weaker
Jump velocity880 px/sUpward launch speed
Ball radius15 pxHead radius 35, foot radius 32
Max ball speed1850 px/sHard cap
Physics step1/120 sFixed on client and server

Your foot is a pendulum swinging from the hip, and the visible leg is the collider. A kick only counts in the middle of the swing, between 0.075 s and 0.215 s after you press shoot. The ball picks up the foot's current velocity, so a kick is only as hard as your foot is moving: timing and movement matter more than mashing the key.

RobinHead Ball is a game of skill. Staking tokens carries risk — never stake more than you can afford to lose. You are responsible for complying with the regulations in your jurisdiction.