An endless arcade game for Android. When the countdown runs out, every brick you did not break becomes a fighter, and your paddle becomes the ship that has to shoot them down.
- Android 10+
- Phones, tablets, Android TV
- Two players on one screen
- Plays without internet
- No ads, no accounts
- 16 languages
The board turns into the wave
Brick Warp is one arena that switches between Arkanoid-style brick breaking and a top-down shooter. Nothing reloads in between. The paddle rotates into a ship, each surviving brick turns a quarter and flies as a fighter, and after the wave a fresh board comes down while you warp back.
- Break the board against a countdown. The clock is set from the board itself, not from the level number, and every brick can be destroyed.
- Clear it early, or face what is left. A cleared board pays a bonus and skips the shooter. Otherwise every standing brick becomes a fighter as tough as the hit points it had left, so chipping a brick you cannot finish still helps.
- Fly the wave. The ship fires by itself while you aim and dodge, with the same upgrades you bought as a paddle. Fighters shoot back, and once in a while a tough one lays a proximity mine or three neighbours charge a laser together. Survive it and the next board descends.
- Repeat. The ball picks up speed the longer a board lasts and starts slow again after a lost life, and the levels do not run out. The run summary records level reached, points, bricks, fighters, best combo, time and seed.
Every fifth level from 10 is a Guardian
The board does not descend as a wall: its bricks assemble into one moving formation. The left columns are a laser wing, the right columns a volley wing, and the middle is the hull. There is no countdown here. Every destructible brick has to go, damage you do stays done, and nothing heals or arrives as a second wave.
What you fight it in is decided on the level before, and the game warns you there. Clear that board with the ball and you warp in as the ship. Let the clock run out instead and the bricks left standing are simply gone, with no bonus and no wave, and the Guardian meets you with the paddle.
The formation alternates a laser down a fixed lane, telegraphed before it fires, with an aimed three shot fan. The foremost brick of each wing is the emitter, so breaking it cancels the attack it was charging, and clearing a whole wing takes that weapon away for good. Steel blocks balls and shots but counts for nothing. Beat one and the DISMANTLER achievement lands.
Two players, one screen
2 PLAYERS in the menu opens two ways to share a device, and neither of them records anything: no save, no records, no achievements.
In Versus, turn the phone or tablet on its side and each player gets half of it, with both boards dealt from the same seed, so the two runs are the same game played twice. A touchscreen takes two thumbs; a television takes two controllers, told apart by the device they come from.
Each half keeps its own shop and its own pause, and stopping one board leaves the other running. That is also why a match is not decided by who dies first: a board nobody is stepping can never run out. The first player out of lives sets a target instead, their final board stays on screen, and the other player's HUD carries the depth they now have to pass.
The deeper board wins. A tie goes to points, then bricks destroyed, then fighters shot down, then the best chain, and every one of those five is on the verdict screen, so a loss explains itself. All five equal is a draw.
Co-op puts both players on one board instead, a paddle each, with a frame in their own colour. On a phone or tablet the second player needs a gamepad; a television takes two of them. A drop belongs to whoever catches it, and when the countdown expires the wave meets two ships rather than one.

Screenshots
Click a screenshot to make it larger.

Level 18, armor piercing. For eight seconds the ball goes through bricks instead of bouncing off them. 
Level 21 with a fireball. The bricks it hits catch fire. 
Level 19, a massive ball split twice by multi ball. Each of the three takes two bricks at a time. 
Board cleared before the clock ran out: a bonus, two achievements and no wave to fight.

Two seconds into the wave. The bricks that survived are fighters now, turned on end, and shooting back. 
Main menu. Beat level 10, 20 or 30 and a run can start there; 2 PLAYERS leads to Versus and co-op. 
Options: language, volume, screen shake, reduced flashing, haptics and colourblind palettes. 
Extras: lifetime stats and the achievement list, each with its condition written out.

The pressure is the clock, not the last brick
Destroyed bricks sometimes drop +Time, the most valuable pickup in the game, because the countdown is what you are playing against. Power-ups fall only in breakout. Clear a board and your timed effects carry over to the next one; lose it to the clock and they end when the wave starts.
+TimeThree more seconds on the countdown, and the drop you see most often.
Big timeFifteen seconds at once, from one brick in a hundred.
Wide paddleFourteen seconds of a wider paddle.
Multi ballOne more ball, and it stays until you lose it.
Slow ballTwelve seconds at about three quarters of the ball's usual speed.
Fast ballSlow ball's harmful twin: nine seconds of a much quicker ball, and catching a slow one cancels it.
CatchTwelve seconds with the ball parked on the paddle. Tap to send it off again.
Extra lifeOne more life, and the rarest thing that falls.
Massive ballEight seconds of a ball wide enough to take two bricks at a time.
FireballFor seven seconds each hit sets nearby bricks burning, and they burn on after it ends.
Chaos splitterFor eight seconds every contact adds a ball, up to 32. Bricks broken meanwhile score flat.
Armor piercingRare. The ball goes through everything for eight seconds.
Narrow paddleNine seconds of a narrower paddle.
Upgrades come from a shop, paid in points
The shop button sits beside pause and opens whenever you choose; with a remote, press up on the D-pad. You pay from the points you are holding, and prices rise with each rank and each level. The shop is a tree: Magnet is open from the start, its first rank opens Shield, Shield opens Split and Rapid, Heavy needs a rank of both, and Heavy opens Second Chance. One set of upgrades serves both modes, so each one says exactly where it works. Shield also holds up in a Guardian fight, where each unspent layer is drawn in front of the paddle or the ship.
| Upgrade | In breakout | In the shooter |
|---|---|---|
| Magnet4 ranks | Pulls good power-ups to the paddle along a beam. Each rank pulls harder, and ranks III and IV reach past the paddle's ends. | No effect |
| Shield4 per run | In a Guardian fight, a layer takes one hit for the paddle | A layer takes one hit for the ship, then it is gone. One layer per purchase. |
| Split3 ranks | One more ball | One more bullet in every volley |
| Rapid4 ranks | No effect | The ship fires faster |
| Heavy4 ranks | Bricks take more damage per hit | Shots pierce one more fighter |
| Second Chance3 per run | Losing your last life rewinds the last seven seconds instead, in either mode. One rewind per purchase. | |
What playing unlocks
Later start levels
Beat level 10 and a new run can start there, then 20, then 30. The picker sits right above the button that starts the run.
Ball trails
Three trails, for reaching levels 10, 20 and 30. They also make a fast ball easier to follow.
Menu colours
Violet, emerald and ember beside the default navy, for ending a run still holding 5,000, 8,000 and 12,000 points. Points spent in the shop are points you no longer hold.
Music player
Max out every upgrade in a single run to earn the CRAZY SHOPPER achievement, and Extras gains a player for the soundtrack. It keeps playing after you leave the game, from Android's media controls. The menu colours want your points saved; this one wants every last one spent.
Achievements
Every condition is written on screen before you earn it. When one lands, a caption says so over the field, and the game keeps going.
Details
- Privacy
- No ads or accounts, and it plays without internet. Privacy policy
- Controls
- Touch anywhere and the paddle goes exactly where your finger is; pause and the shop are buttons top right. With a TV remote or a gamepad, the D-pad or stick moves the paddle, centre or A launches the ball, and every menu follows the remote.
- Comfort
- Separate music and effects volume; screen shake off, low or full; reduced flashing; haptics; three colourblind palettes; and a d-pad sensitivity setting for remotes and gamepads.
- Pause
- Pause stops the simulation outright. A phone call mid-run costs you the board, never the run.
- Languages
- Sixteen, matched to the phone on first launch: English, Čeština, Deutsch, Ελληνικά, Español, Français, Magyar, Italiano, Nederlands, Polski, Português (pt-BR), Română, Русский, Svenska, Türkçe, Українська.
- Devices
- Android 10 or newer. Portrait on phones, either orientation on tablets, landscape on Android TV and on handhelds with a built-in pad. Current version 0.31.0.
Get it
Brick Warp is coming to Google Play for Android phones, tablets and Android TV. The store link goes here as soon as the listing is live.
Questions about the game or its privacy policy: google@tomaszd.eu


