RIMFIRE

News

What has changed

Short notes, newest first. The game is in testing, so this is where to see what the testers are getting.

A rooftop, the wind, and two more ways to play

The rooftop court at sunset, with a wind arrow above the hoop.

RIMFIRE has a second court: a rooftop at sunset, behind a chain-link fence, with the city painted out to the horizon. It is earned with three stars. Up there the wind blows, a little or a lot, a new wind for every shot. The aiming line bends with it, so you can see what it will do before you let go.

There are two new modes as well. Streak has no clock: the score is how many you make in a row, and one miss ends it. Around moves you to five spots across the court, left to right; score from all five and you have done a lap.

Stars, new balls and a challenge a day

Three stars on the results screen and two new balls earned.

Every round can now earn up to three stars. Stars unlock four new balls: Ember catches fire after two swishes instead of three, Frost slows the hoop when you swish, Heavy bounces softly off the rim, and Glow shows the whole arc of the shot.

There is also one challenge a day: a score to beat with a twist, the same for everyone. It is worked out from the date on your phone. Nothing is downloaded and nobody is told whether you did it.

None of this can be bought. There is no shop in the game and there will not be one.

We decided it was for children too, so we changed it

RIMFIRE was first tuned by an adult for adults, and it was too hard for a six-year-old. When we decided to offer it to children we made three changes before anything else.

  • The first minute is a lesson, not a game: flick up; now miss the rim; now hit a hoop that moves.
  • Easy is the level it starts on. The aim forgives much more, the round is fifteen seconds longer, and Dozer shuffles about but never jumps.
  • Practice has no clock and no Dozer at all.

What did not change is on the page for parents: no adverts, nothing to buy, nothing collected.