dOid

dOid

One dot, one tap. Reverse to dodge.

In development. No public build yet.

Tap anywhere to reverse

One dot sits on a line, and it does not move until you tap. From that first tap it never stops — and every tap after it reverses. That is the whole game.

No second button, no swipe, no menu of powers. Everything else on the screen is rising toward you, and none of it is going to move out of the way.

Commitment, not reflexes

A tap costs back every step already spent going the wrong way. So the question is never “can I dodge this” — it is “am I willing to pay for it yet”. Wait too long and the gap you wanted is behind you.

The dot moves sideways exactly as fast as the hazards rise. That is not a detail, it is the whole readability of the game: everywhere still reachable sits inside a 45-degree cone. Look at the gap. If it falls outside that diagonal, you are not getting there — and you can see that before you commit to it.

The score is for nerve, not for time

Surviving pays a trickle. What pays is the near miss — sliding past a hazard close enough that you can see you nearly did not, and then doing it again before the last one has faded. Close passes that follow one another quickly are worth progressively more, so the safest run and the best run are never the same run.

Nothing to buy, nothing to grind

No currency. No skins. No loot. No energy timer. No daily reward to remember to collect. No account, no sign-in, no password.

dOid is one dot and one tap on the day you install it and on the day you delete it.

Made to be looked at

A dark room, one lit ring, and hazards that are only ever shapes. Every visible edge is exactly the edge that ends the run — nothing is drawn wider than it really is, and nothing glows into a space it does not occupy, because the entire game is a judgement about whether a dot fits through a gap.

Screens

One tap reverses you
One tap reverses you
Beat your own best
Beat your own best
No shop. No timers.
No shop. No timers.
One dot, and nothing else
One dot, and nothing else

Press kit

Factsheet

TitledOid
DeveloperTomáš Chalupník
GenreOne-tap arcade dodger, single player
PlatformsAndroid, iOS
OrientationPortrait, one thumb
LanguagesEnglish. The whole interface is about two dozen words, and there is no narration
Offline playPlays exactly the same offline - no part of the game waits on a network
PriceFree
In-app purchasesNone
EngineUnity 6
Websitedoid.online
StatusIn development. No public build yet.
Contactsupport@doid.online

The pitch, in one line

One dot, one tap. Reverse to dodge. A minimal arcade game about nerve.

The pitch, in one paragraph

dOid is a one-thumb arcade dodger with a single verb. A dot waits motionless on a fixed line until your first tap; from then on it never stops, and every tap reverses it. Hazards rise from the bottom of the screen and touching one, or a screen edge, ends the run. Because the dot moves sideways at exactly the speed the hazards rise, every threat is a readable diagonal — the game shows you the price of a decision before you pay it. The score rewards nerve rather than survival: passing close to a hazard is worth far more than keeping away from one, and close passes that follow each other quickly are worth more again. There is no currency, no shop, no timer and no account.

Key art

dOid key art
1024 × 500

Assets

The screenshots above are downscaled for this page. Full-resolution 1080 × 1920 frames, the key art and the icon are available on request. They are not a download here yet: a pack is published once its frames are of a build somebody can actually install.

This page is the canonical press kit and lives permanently at doid.online.