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In development · iOSSunday
Sunday
Sundae
A demolition derby, except every car is an ice cream and every ice cream is one bad decision from the floor.
Drive a stack. Steal scoops. Fall over.
You drive a precarious stack of ice cream around a county-fair arena while three rivals try to knock it over. Matches run ninety seconds. Knock scoops loose off somebody else's stack, race them to grab it, and pile it onto your own.
Control is one thumb: drag back and release to lunge, pool-shot style. Drag further for more power — but a tall stack can only absorb so much launch before it throws itself over. The taller you get, the shorter your safe shot.
Nothing in the game asks for reaction time. That's deliberate, and it isn't going to change.
Scoops you lose don't disappear. They melt into the floor and ruin its grip exactly where the fighting was worst, so by the closing seconds the arena is a skating rink made entirely out of everyone's mistakes.
And a stolen scoop keeps its original owner's flavour. Your stack is a public record of who you've beaten — which means everyone can see it, and everyone has opinions about it.
The leader is always the wobbliest thing on the field.
Four things we're proud of
The spill becomes the arena
Lost cream degrades the floor where it lands. The match gets harder because of what the players did to each other, not because a timer decided it was time for phase two.
Greed is the danger
Every scoop you gain makes you taller, slower to recover and easier to topple. Balance is built into the scoring, not bolted on as a rubber band.
Your stack tells the story
Stolen scoops keep their owner's flavour, so you can read the entire state of the match — and every grudge in it — without looking at a scoreboard.
One thumb, standing up
Playable one-handed on a commute, and playable at all by people that twitch-input games shut out.
Four ways to lose
Tall Order
The default. Tallest stack when the buzzer goes. Toppling costs you scoops but never puts you out.
Cherry on Top
One cherry, sitting in the middle of the arena. Pick it up and it rides your stack, banking seconds — until you're knocked empty and it drops where you fell, for anyone to grab. You need at least one scoop to carry it. Most seconds held wins.
Last Cone Standing
The one mode with elimination. Knocked scoops can't be claimed by anyone — they go straight to the floor — so there's no feeding your way back. Sit empty for ten seconds and you're out. There's no buzzer either: overtime just keeps shortening that ten until somebody's left.
Churn
A solo time trial down a track where the floor is the only opponent. No rivals, no theft. Don't cross the line and you don't get a time — but the retry is instant.
Five vessels
- The ConeTippy, light, explosive. The best thing on the field when you're empty and the worst when you're winning.
- The CoupeWide-footed, steady, slow. Where everybody starts.
- Banana BoatThree independent lanes. Each one tips like a short stack; all three weigh you down like a tall one.
- Pint CartonNearly impossible for rivals to topple, and brutal to itself. Its main enemy is you.
- Waffle BowlGoes soggy over the match. Spend the match in the slop and it goes soggy a lot faster.
Six stadiums
- Dirt OvalFlat. Honest. The control case.
- The BowlSlopes to the middle, so the best spot on the map is also the worst floor.
- The WaffleRaised ridges channel the slop into lanes — until the ridges drop flat and erase everything you'd learned.
- Deep FreezeStarts slick and gets grippier the more you spill. The one arena that rewards a mess.
- Hot PlateLoose scoops vanish fast, then faster. Hesitate and it's gone.
- Tilt-A-WhirlThe whole floor rotates. Halfway through, it changes its mind.
The details
- PlatformiOS, landscape, phone-first
- PlayersOne, against three AI rivals
- Match length90 seconds
- InputOne thumb. Drag back, release.
- StatusIn development — prototype plays end to end
- Price modelBuy it once. No timers, no shop.
- ReleaseWhen it's funny enough