Coke.Games

BREAK INTO COLOUR

AFTERGLOW

Three ways to chase the light.

Daily challenge & more

AFTERGLOW SETTINGS

Your setup.

Make the controls feel right. Changes save on this device.

Controls

1.00×

Higher moves the paddle further with a shorter swipe. Lifting your finger never moves it.

Power button position

Choose where Focus and Burst sit in solo games. Every layout keeps them off the court.

Picture & motion

Balances sharpness and effects for smooth play. The game rules and ball speed stay the same.

Sound

Your earned finishes

Milestones unlock new looks. Every finish has identical controls and collision size.

How to play & install

Move. Aim. Return.

Swipe in the strip below the court to move without covering the ball. You can also drag on the court. Lift and reposition your finger freely: the paddle only moves when you drag. Mouse and ← → work too. Aim your launch, then return the ball with the edge of your paddle to change its angle.

Solo: catch power-ups. Break chains to charge Burst. Hold Focus to slow the ball; points earned during Focus are reduced. Space launches or bursts. Shift holds Focus. Esc pauses.

Classic arena: protect your five lights. Lose a light when the ball passes your side. Last player standing wins. Eliminated sides close into walls. The ball accelerates throughout the match and long rallies. Paddles gradually shrink after 30 seconds, or sooner when the centre clears. The final 30 seconds increase the pressure. At four minutes, most lights wins, then highest score. Exact ties are a draw.

Centre powers · Classic & Doubles: hit a centre pickup with your ball to claim it. Surge gives faster shots and an extra light of damage for eight seconds. Aegis catches one missed goal within twelve seconds. Titan widens your paddle for nine seconds. In Doubles, your opposite teammate shares every power. Powers activate automatically, pause between rallies and refresh when collected again.

Doubles: four players form two teams. Your opposite paddle is your teammate. Share ten lights and chain teammate returns to charge the ball.

Reactor Raid: two or four players share twelve lights. Break the four relays, then attack the exposed core. Chain returns between teammates to extend its opening. Clear five reactor waves before five minutes run out.

Hot Potato: each player starts with three lights. The incoming player is in danger: return the ball before its fuse expires. The fuse gets shorter as the match progresses.

Endless: larger formations and new materials as you climb. Crack armour plates, hit shield generators with the ball or Burst, and destroy repair modules before they mend nearby blocks. Echo blocks split into smaller fragments. Lasers clear lanes; Solar boosts ball impacts; splash cannot bypass armour or shields. Catch Solar Shot or Twin Laser again to upgrade it; a second Safety Net stores another rescue. Choose one of three supplies every third wave and build a wilder run. Deeper waves narrow your paddle; Longboard keeps its extra reach. Earn a life every sixth wave, up to five.

Story: travel through ten worlds with new brick behaviours, moving hazards and chapter guardians. In Dawn Reach, light the signal nodes to open their gates and expose the Sentinel. Stage replays are practice; original Journey saves and scores remain available in Original Journey.

Keep the glow.

On iPhone, open Safari’s Share menu and choose Add to Home Screen for an app-sized view. Solo play works offline after your first visit.

A LITTLE FRIENDLY RIVALRY

Who's next?

Choose a target for your next run.

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