Gamepio

🛠 Updates

What changed in our games and on the site, newest first.

🛠 Update

King of Circus: 3D crown · frilly ruff · one button · player strip

The crown and the clowns' white collars are now proper 3D models. The new crown has a gold band, pointed tips, jewels and red velvet, and instead of floating above the head it is worn on the owner's head — it squashes with the clown on a bump and tumbles along on a fall. The collar is now a layered, frilly ruff, and a small gold crown spins above whoever is in first place. The camera looks down at a slightly lower angle so the clowns look more solid. Only your own button is left on screen — bottom centre on computers, bottom right on phones — and you can still press anywhere. Everyone's score, spin direction, name and crown are shown in rank order in the player strip at the top.

🛠 Update

Drift Loop: 🛑 brake · races with a finish line · six different tracks

Drift Loop is now a real race. Solo games also start by themselves after a 3·2·1 countdown, and the car speeds up on its own. Instead you control your speed with the 🛑 brake (↓ / S / Space / Shift, or the red button at the bottom centre on phones) — the slower you go the tighter you turn, so sharp hairpins need the brake. Tracks now have a finish line: drive 500 m and cross the chequered line to finish, and your record is your finish time (stopwatch at the top left, 🚩–🏁 progress bar at the top). There are six tracks — Coast Road, Zigzag Canyon, Hairpin Pass, Snake Road, Big Loops and Mixed-Up Road — one is picked each game, with scenery to match: red canyons, snowy mountains, meadows or a neon night. Online, places go by finish order, and once the first car finishes the rest get 25 seconds.

🛠 Update

Drift Loop: see the other cars online and bump into each other · wider roads

Drift Loop online now puts everyone on the same road together. Other players and the cars in empty seats show up in their seat colours with name tags, and all 4 cars line up side by side on the start line. Cars that touch push each other — a side hit shoves you sideways, a hit from behind bumps you forward, and a shove at the edge can send you off the road. Knock someone off and you get a “💥 You pushed them off!” notice; get knocked off and you see who did it. Bumps shake the screen with sparks and a thud. The road is also a little wider so 4 cars fit.

🛠 Update

Endless Dash: separate Jump and Slide buttons (hold for higher · longer), ledges, narrow passages, presses and bouncing balls

Endless Dash now uses two buttons. ⬆ Jump (Space, ↑ or W; on touch screens the right side) jumps the moment you press it, and the longer you hold it the higher you go — press again in the air for a double jump. ⬇ Slide (↓, S or Shift; on touch screens the left side) keeps you sliding while you hold it, for up to 1.5 seconds (a small gauge above your head shows the time left). On phones, two big paper buttons appear in the bottom corners, and you can press both at once. The track has far more levels, too: 🧗 ledges you jump up onto (including staircase courses that go up and down), 🌉 upper decks where you choose to run on top or slide underneath, ⛰️ narrow passages that need a long slide, 🔨 presses that slam down from above and 🏀 bouncing balls. The new terrain shows up often from the very first minute and looks different in every theme — wooden bridges and log hammers in the forest, stone arches and canyons in the desert, piers, wave caves, anchors and beach balls by the sea.

🛠 Update

Endless Dash: 4 moving obstacles, long courses and a different obstacle set for every stage

Endless Dash now has far more varied obstacles. Four new ones: 🔥 fire jets that switch on and off (embers spark just before they light — double jump when lit, just run when out), 🪨 boulders that roll back and forth (jump), 🏮 swinging weights hanging from above (slide) and platforms that rise and sink (ride them up and down). There are also 10 long courses where lines of stars show the rhythm — a “🎢 Course!” alert pops up as one comes near. And every stage now has its own obstacle set and look: Sunset Fields, Moonlit Forest (bats, mushrooms, lantern weights), Dawn Cloud Road (cloud rocks, cloud platforms), Sand Desert (stacks of jars, lots of fire jets) and Seaside (rafts, sea urchins, jellyfish flyers, water spouts, anchors). The stage banner and the stage pill at the top left now show the stage name too.

🛠 Update

Endless Dash: health, 5 power-up items and stages

Endless Dash now has health. Hitting an obstacle no longer ends the run right away; it costs health instead (you stagger, then blink and are safe for a moment). Fall into a pit and balloons pull you out, and health also drains slowly as you run, so grab the hearts on the track. New items: 🌟 big star (10 points), ❤️ heart (+25 health), 🧲 magnet (pulls in nearby stars), 🚀 booster (fly over the obstacles) and ⚡ giant (grow big, smash obstacles and stomp over pits). Stars are now laid out in lines along the track. Every 400 m you reach a new stage: the sky changes from sunset to night, dawn, desert and ocean, and health drains a little faster. The results screen also shows big stars, smashed obstacles and the stage you reached.

🛠 Update

Endless Dash: one-button controls (tap = jump, hold = slide) + 4 new obstacles

Endless Dash now plays with a single button: tap Space (or anywhere on the screen) to jump, tap again in the air for a double jump, and hold to slide. New obstacles join the run: spike beds in a row, drones bobbing up and down, low rock ceilings you can only slide under, and floating platforms you can land on and run across, plus new combos like a spike bridge crossed on a platform and hopping between narrow islands. Combos also come more often and closer together the farther you go, so it's a real challenge now.

🛠 Update

Hoppy Road gets 10 new maps — a random one of 11 every round

Every round of Hoppy Road now takes place on one of 11 maps: Meadow, Desert, Snowfield, Night City, Forest, Beach, Volcano, Swamp, Candy Land, Moon Base and Autumn Woods. Each map has its own ground and sky colors, obstacles in place of trees (cacti, firs, street lamps, palms, rocks, lollipops, antennas …), cars and trains, and rivers (oasis, icy water, lava, swamp, chocolate, moon cracks) with their own floats (rafts, ice floes, surfboards, lily pads, cookies …). Night City is mostly road with only single rows of grass to rest on, Beach and Swamp have more rivers, and trains pass often on Volcano. The current map is shown at the top right of the game screen.

🛠 Update

Endless Dash obstacles & animation, Drift Loop left/right steering, cleaner fail popups

Endless Dash now throws combo obstacles the farther you run (double rocks, gap-then-rock, bird over a log, bird-then-gap, stairs, triples, wall-then-gap) plus a new 'wall' obstacle. The runner has knees and elbows, with more detailed jump, landing, slide and crash animations. After a crash the fail reason and the ad button appear in one popup, and after the ad you restart from a safe spot behind the obstacle with a 'Go again!' countdown. Drift Loop now steers left/right with ← → (or either half of the screen) and goes straight when released. Hoppy Road, Twisty Tower and Drift Loop also merged the fail message and the ad button into one popup.

🛠 Update

Every game gets its own art style

Following the new card covers, each game's menus and in-game look now match its cover: comic-book halftones for SHOOT!, minimal flat for Paper.io, casino ribbon for One Card, pixel art for Bomber Dog, vintage poster for King of Circus, sports manga for Blazing Volleyball, voxels for Hoppy Road, ink wash for Mahjong Solitaire, neon for Twisty Tower, low-poly poster for Drift Loop, paper cut-out for Endless Dash and notebook doodles for Duo Clash. Rules and controls are unchanged.

🛠 Update

New portal: categories, hot games, news and guides

Find hot, popular and new games and browse by category from the new side menu. Every game now has a guide with controls and rules, plus a SHOOT! leaderboard and news and update pages.

🛠 Update🐔 Hoppy Road📖 Guide

Hoppy Road: fairer collisions and a second chance

Car and train hits now match exactly what you see on screen. When you fall, watch an ad within 8 seconds to hop back in once per run on a nearby grass row (2 seconds of safety).

🛠 Update🐕 Bomber Dog📖 Guide

Bomber Dog: revive once per match

When you get knocked out, an 8-second revive window appears. Watch an ad to stand back up at your spawn with 2 seconds of invincibility — once per match, in solo and online play.

🛠 Update🃏 One Card📖 Guide

One Card: smoother card animations

Fixed flying cards that could appear in the wrong place when dealing or playing several cards. Opponents' cards now flip out of their hand, and drawn cards land exactly in their slot.

Blazing Volleyball: bigger ball, calmer tempo

The ball is bigger and the game now runs at 0.75× speed. Trajectories stay the same, so it feels familiar — you just get more time to dig and spike.

🛠 Update

Renamed: Bomber Dog and Blazing Volleyball

Puppy Stink Arena is now Bomber Dog, and Boing Volleyball is now Blazing Volleyball. Links and records stay the same.

🛠 Update

Straight to the room list after your nickname

The mode screen is gone. After you choose a nickname you land right on the room list, where you can play solo, quick-start or create a room.

🛠 Update

Leave button during games

Games now have a leave button. Tap it once to see “Leave?”, then tap again within 3 seconds to exit the room and return to the list.

🛠 Update

Live player coin pile on the home page

At the bottom of the home page, players who are online now drop in as coins with their nickname and flag. Hover a coin to see which game they are playing.

🛠 Update📄 Paper.io📖 Guide

Paper.io: 40 skins and a revive

Choose from 10 colors × 4 patterns. You now have two lives — after your first defeat you can watch an ad to revive once.

🛠 Update

Online play on any network

When players cannot connect directly, the server now relays messages so everyone can still play in the same room. Signed-in players also skip the nickname step.