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#
On a phone#
Landscape mode shows on-screen buttons during a match.





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.
Match rules#
| Rule | Value |
|---|---|
| Match clock | 60 s (server-authoritative) |
| Kickoff freeze | 1.2 s before play |
| After each goal | 1.6 s pause, then both players and the ball reset |
| Level at full time | Golden goal: play continues and the next goal ends the match |
| Score at full time | The higher score wins |
| Leaving or dropping out | You forfeit; see Disconnects & AFK |
Movement and kicking#
| Constant | Value | Meaning |
|---|---|---|
| Gravity | 1900 px/s² | Applies to players and the ball |
| Run speed | 335 px/s | Top speed on foot |
| Ground / air acceleration | 3400 / 1900 px/s² | Air control is weaker |
| Jump velocity | 880 px/s | Upward launch speed |
| Ball radius | 15 px | Head radius 35, foot radius 32 |
| Max ball speed | 1850 px/s | Hard cap |
| Physics step | 1/120 s | Fixed 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.