Three worlds · 52 puzzles

Pick a world.
Any world.

Every world in Tinkeroll is a toy you can hold: built by hand, tilted by you, full of pieces that only make sense once you have dropped a marble on them.

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World one · 20 levels

The Isles

Stone paths float over a calm sea. It is where you learn what the marble weighs, how fast it gets, and how far the edge really is.

  • PathThe plain stone. You never have enough.
  • BridgeCrosses a gap. Leaves no margin.
  • BoosterThrows the marble forward. Aim first.
  • BrakeBleeds speed before the corner does.
Play with the booster and the bridge →
A grassy floating island with stone paths and a pond
In the game · The Isles

“Brake before the edge does it for you.”

World two · two floors

Air Mail

A sorting office stacked two floors high. Parcels pile up, envelopes drift past, and the marble has to find its way upstairs.

  • LiftCarries the marble to the upper floor.
  • FunnelDrops it down exactly where it is needed.
  • Ferris wheelPicks the marble up and lets it go at the top.
  • Upper floorPieces you place up there sit over the road below.
Ride the lift yourself →
A sorting office with a ferris wheel and parcel stacks
In the game · Air Mail

“Upstairs is a whole other puzzle.”

World three · machines

Night Record Shop

After hours the shop turns into one big machine. Build the chain, drop one marble, and watch everything go off in order.

  • ChuteA curved slide from one level to the next.
  • LeverHit it and something else starts moving.
  • SeesawTips the marble the other way.
  • Spinning recordNever quite where you left it.
Try the seesaw →
A giant turntable with a brass horn
In the game · Night Record Shop

Your marble is waiting.