Hold and you steer into the wall. Let go and you fall back to the middle. Your thumb does the opposite of what it wants to.

I made the control backwards and refused to fix it.
Every falling game does the obvious thing: you press left, you go left. I built that version first. It worked, and it was completely forgettable — my thumb did the thinking and my brain went somewhere else.
So I inverted it. Hold, and you push toward the nearest wall. Let go, and you drift back toward the middle. It reads wrong for about ten seconds. Then something flips over and you stop translating — you just hold a little longer, or let go a little sooner, and the wall arrives where you wanted it.
People told me to change it. I didn’t. Everything else moved to make room for it instead: how wide the shaft is, how the spikes are spaced, how fast the floor comes up at you. The control isn’t a layer on top of the game. It is the game.
What it is, plainly
- Free on iOS and Android — one game, no paid tiers, nothing held back
- Rewarded video only. No interstitials, no banners, nothing that interrupts a run
- Depth Coins are earned by playing and spent on cosmetics that change nothing but the look
- Game Center leaderboards for Best Score and Max Depth
- Seven procedurally generated underground layers — polygons at runtime, no sprite sheets
- One thumb, one hand, and runs as short as you want them
- Released in Korea as 심연보딩
Abyss Grinder: Endless Faller is an original game by Animated Breath, made by one person in Paju, South Korea.