Game · free · no sign-up
Pulsedrop: stop the needle in the zone, twenty rounds deep
A free daily browser game of pure timing. A needle sweeps the dial, you tap once to lock it, and one miss ends the run. Twenty rounds, a fresh drop every midnight UTC, no account and nothing to install.
Play Pulsedrop →01 What it is
Pulsedrop is a browser game with one control and one rule. A needle sweeps a radial dial at a constant speed. Somewhere on that dial sits a highlighted target arc. Tap the screen, click the mouse, or press Space, and the needle locks wherever it happens to be. Stop it near the middle of the arc and the round scores well. Stop it just inside the edge and the round still counts. Stop it outside the arc and the run is over.
That is the entire game, and the sparseness is the point. There is nothing to learn and no tutorial to sit through — round one is a slow, generous target a first-time player can hit almost by accident. Everything the game has comes from what happens once the arc starts closing.
It runs in a browser tab, free, with no account. Nothing installs, nothing asks for an email address, and it fits a phone screen in portrait: one thumb, one tap, no pinching.
02 How a run actually works
A run is at most twenty rounds, and every round is harder than the last on two axes at once — the arc narrows and the sweep speeds up. On the tightest days the endgame target is roughly seven degrees wide while the needle completes close to a full turn every second; on the most forgiving days it is nearer eleven degrees at about two thirds of a turn.
The headline number is a precision percentage: the average accuracy of every lock you landed, to one decimal. A single lock scores from where the needle stopped relative to the centre of the arc — dead centre is 100, a lock that just clips the inside edge is close to zero. Because it is an average, one sloppy lock that survived drags it down further than one perfect lock lifts it. Consistency is the skill here; brilliance is not.
There are no lives and no retries. A miss ends the run at that round, and the number you are left with covers only the rounds you survived. The whole run takes well under a minute, which is why failing costs so little that trying again is automatic.
03 Everyone in the world plays the same drop
Each day at midnight UTC a new drop is generated from the date itself. The targets, their positions and the day's difficulty settings all derive from that one value, so every player gets a byte-identical drop. Two people on opposite sides of the planet face the same twenty rounds in the same order.
This is what makes the percentile on the result card mean something: it is not a comparison against a random deal you happened to be handed, because everyone that day reads from the same script. The percentile is measured server-side against the runs already logged, so it firms up as the day fills out. Play just after the reset and only a handful of runs are in the pool; play late and the field has settled, so the same score can rank very differently.
Next to it sits a day-streak, counted in consecutive UTC days and kept in your own browser rather than on a server. The streak therefore does not follow you to another device, and clearing your browsing data clears it. That is the price of having no account.
04 Some days are twitchy, some are surgical
The shrink-and-quicken shape is identical every day, but the character of a drop is not. Each day seeds its own settings on top of that shape: how fast the sweep ends up, from steady to twitchy, and how tight the final target closes, from forgiving to surgical. The opening screen prints the day's label — something like "BRISK · SURGICAL" — before you tap in.
That is more than flavour. One day is a sliver-thin target that punishes a rushed tap; the next is fast enough that keeping pace with the needle is the entire battle. It is why two consecutive days do not feel like the same game wearing a different date.
The deep rounds carry one further twist. On a pivot round the needle stops circling: it is caught inside a marked corridor and bounces between two bumpers, sweeping back and forth instead of round and round. The target sits fully inside that corridor, so a pivot round is always winnable — but it now arrives from alternating sides, and the rhythm you built over five clean rounds stops matching the needle. Each day seeds one to three of them, the first always landing between rounds six and ten, so an ordinary run genuinely meets one. The run display flags the round as it starts.
05 The card, the link, and the archive
A bare score is a weak thing to send someone, so a finished run renders as a card. Alongside the precision, the percentile and the streak, it draws a radial trace: one tick per round, positioned by how far off centre that lock landed and on which side. A run that drifted the same way all game draws a lopsided bloom; a run that was clean early and ragged late tells that story plainly, and the round you missed on is drawn in a different colour.
The share line is written to be readable by someone who has never played: "98.6% · top 4% today · 12-day streak". On a phone it leaves through the normal share sheet. On a desktop, where there is no share sheet, the share control copies the line together with the link rather than leaving you to paste a naked URL nobody has a reason to click. The card also downloads as a 1080×1920 image sized for a story post.
A shared link reopens the exact run for whoever opens it, and a link whose run is gone shows today's drop instead of an error. Underneath sits an archive: one page per finished day, rebuilt from that day's own seed, so the layout and difficulty described there are the ones that day's players actually faced rather than a summary written afterwards.
06 What it is not, and who it suits
Pulsedrop is a skill game, not a puzzle. There is no deduction, no vocabulary and nothing to work out — the only thing between you and a higher number is your own timing. If what you want from a daily game is the feeling of having solved something, this will not give it to you.
It is not a progression game either. No account, no level to unlock, no currency, nothing to buy and no leaderboard to climb; the percentile resets with each drop, and the streak is the only thing that accumulates, in your browser rather than on a server. One ad sits below the finished result, nothing interrupts a run, advertising consent runs through Google's certified consent management platform, and a privacy page is linked from the footer of every screen.
What it is, precisely: a one-tap daily habit with a number attached. The drop changes once a day, a run costs less than a minute, and what you take away is a score and a card. That is a small offer, and it is worth one tap to find out whether the dial agrees with you.
07 Questions people ask
- Is Pulsedrop free, and do I need an account?
- Free, and no account. It runs entirely in your browser and is supported by one ad below the finished result. There is nothing to install, nothing to sign up for and no part of the game behind a paywall.
- What happens if I miss?
- The run ends immediately at that round. There are no lives, no continues and no way to undo a lock — the precision figure you are left with covers only the rounds you survived, and the miss is drawn on the result card.
- When does the daily drop reset?
- At midnight UTC. Every player moves to the new drop at the same instant, which is why a player in the Americas may spend the morning on the same drop Europe has already had for hours.
- Does it work on a phone?
- Yes — it is built for one-thumb portrait play on a phone, and works the same way with a mouse and keyboard on a desktop. The page needs to load once over the network, and the run itself is then entirely local.
- Where is my streak stored?
- In your own browser, on your own device. It counts consecutive UTC days on which you finished a run and resets after a day you skip. It is never uploaded, so it does not follow you to another browser or another phone, and clearing your browsing data clears it.
- Can I play an old drop again?
- The game always serves the current day's drop, and there is no menu of past drops to open. The archive publishes one page per finished day, rebuilt from that day's own seed, so you can read exactly what that day's target layout and difficulty were. Individual finished runs stay reachable through their own shared links.
08 More from the shelf
- CipherDay — Crack the cipher chain. Reveal the quote.
- Loomlock — One loop. Pure logic. Daily.
- Maze of Breth — Drawn by a kid. Built by robots.
- Prismdrift — Steer the light. Find the flow.
Last reviewed 2026-09-17.