What's the goal?

Just like in classic falling block games such as Tetris or Blockout, fill the levels -- once a whole level (30 cubes) is filled, it disappears. Try to fill as many levels as you can!

How to move?

wasd to move, space to drop by one level, Enter to drop (you can still move after this -- press Enter twice if you don't want to move anymore), hold Shift to display cubes missing from the levels below. Press 'p' to pause or see the main menu.

Can I move the camera freely?

While in pause/main menu, click "explore". You can then use mouse/arrows and PageUp/PageDown to freely explore the structure you have built. Do this, the views are AMAZING!

How to rotate?

There is no key to rotate, but since this game uses non-Euclidean geometry, there is no need! Just find a pentagon with five right angles and move along its edges.

(If you change the geometry, a special key for rotation may be necessary -- 'q' and 'e' are used for this purpose.)

How to rotate vertically?

This game takes place in non-isotropic space -- the 'Z' coordinate works differently than the 'XY' plane (which has hyperbolic geometry). Intuitively, parallel lines in the XY plane diverge, while vertical lines 'stay parallel'. This means that vertical rotation makes no mathematical sense -- the distance between the points would change (when rotating around Y axis, points on the XY plane would become closer after the rotation, while points on the YZ plane would become more distant).

(You can change the geometry to one where vertical rotation makes sense, but it is still not allowed for consistency.)

But what if you tried to rotate it vertically?

That's a good question! We do not know if anyone knows. It seems a good research question. It is likely that they would resist rotation, just like the springs in our world resist changing their shape.

Why do cubes appear thin when viewed from a distance?

In hyperbolic geometry, parallel lines diverge, so things become small with distance much faster than in Euclidean. Since our space is non-isotropic (hyperbolic in XY and Euclidean in YZ), this makes them thinner, but not shorter.

Are the edges of the cubes straight lines?

Yes -- more formally, they are geodesics. It is clear when the camera is positioned right above them. In other positions it may not look so because of non-isotropy (see the last answer).

Why Bringris?

The "flat level" is a manifold called Bring's surface or Bring's curve, related to the small stellated dodecahedron.

Why is this particular geometry and topology used?

In the full hyperbolic space, higher levels would have more cubes, which does not seem to be a good design for this kind of game. The original plan was to use spherical geometry for levels, but that does not give many choices -- only the five platonic solids; cube (six squares per level which become cubes in 3D) is too small, and icosahedron (20 triangular prisms) and dodecahedron (12 pentagonal prisms) are very non-intuitive to navigate. Squares with 72 degree angles are the best, and Bring's surface is probably the smallest highly symmetric surface that can be tessellated with them. With 60-degree angles there is another surface (12 squares -- like a cube where every face is doubled and you move to the other copy after crossing every edge), but these squares are larger, and you could not rotate-by-movement  (with right-angled hexagons you could only rotate-by-movement by 180 degrees).

How is the expert mode different?

In the normal game mode there is no time limit. In the expert mode, you get less and less time for placing the pieces, and also you get score based on how fast you are.

Bringris works with VR!

Bringris works with SteamVR! (In the Windows version) The game is probably best controlled with the keyboard rather than the VR controllers, but it is quite cool to explore in VR. You need a powerful graphics card, or change the settings (e.g. disable raycasting and/or reduce the number of iterations or cells to draw ).

What engine does it use?

It is created using the HyperRogue engine aka RogueViz.

What pieces are available, and what are their frequencies?

Every piece constructed of 1 to 4 "cubes" is available. The frequency f is calculated as follows:

  • start with 1
  • multiply by the number of symmetries the piece has (identity, vertical, horizontal, vertical+horizontal)
  • multiply by 2 for purely vertical pieces
  • a single cube has frequency 1, not 8

After a piece is chosen, its frequency is multiplied by 1/2^(1/f).

What are the differences between the download and the web version?

The downloadable version has better performance, basic sound effects, and the settings can be saved.

More questions?

Visit the Bringris channel in the HyperRogue Discord!

History and Credits

1.1: introduces alternate geometries, and fixes some bugs (sound effects, score counting).

1.2: more alternate geometries, minor bugfixes, more settings to configure

1.2b: bugfixes (secret geometries work and are secret (press kl), fixed crash after bounded well)

1.3: added non-orientable hyperbolic manifolds and orbifolds

1.4: nicer "pentagons" geometry; an option to disable flashes; fixed disabling the raycaster; works with VR; nicer wall texture

1.6: the issue of Bringris crashing on startup on some operating system (unless the "Vista compatibility mode" was on) should be fixed. Also updated the engine, but this should not have significant effects in Bringris (except the controllers shown on the desktop screen in VR).

For some reason, it appears that, for some people, the game runs better with

Thanks to Ann, Berenth...ehm...Cathbald, Christopher King, Marek14, Sir Light LJIJ, and VƧ  for suggestions!

PlatformsWindows, macOS, HTML5
Rated 4.0 out of 5 stars
(15 total ratings)
AuthorZeno Rogue
Tagsblocks, falling-block, non-eucledian, non-euclidean, Tetris, Virtual Reality (VR)
Average sessionA few minutes


Buy Now$2.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $2.99 USD. You will get access to the following files:

Windows 64-bit executable (better performance than the browser version) 10 MB
Version 1.6
OSX executable 9 MB
Version 1.3

Development log


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i've been having lots of fun with this game, it's great for when you're listening to podcasts but need just a little more stimulation to stay focused! 

unfortunately, today the game stopped launching from the itch browser,  and i have no idea why :(

Thanks! There was no update recently, so it must be either bad configuration (you could try finding and deleting the file bringris.ini) or something has changed in your system. Does it launch not from the itch browser?

Thanks for the quick reply! 

Yeah, it's not launching specifically from the itch browser, it launched from firefox though that isn't preferable since it runs much less smoothly there in my experience.

As for a file, I don't have it downloaded to my computer, I got this game in a bundle a year or so ago and can only play it from itch, not directly on my computer. There haven't been any recent changes on my computer that I'm aware of, but I'll poke around a bit and hope for the best.

You mean the itch.io app? I think it did download the game (if you somehow played the web version via the app, it would be less smooth too).

On my computer, in itch.io app, Library -> installed items -> Bringris -> [cog icon] -> "manage" -> "show in file manager" and you should see the files on your computer, and you could try running it directly, or see if you have a file "bringris.ini" that you could try to delete.

I can feel my brain expanding playing this game.


Fantastic game! Thanks!

There seems to be one or two OpenGL errors…

(Latest Firefox on Ubuntu, NVIDIA graphics)

I get this too -- it does not seem to have any adverse effects for me, though (everything that should be shown is shown).

I get very poor performance now whereas a month or two ago the performance was fine. I kinda figured it had something to do with these errors but I guess maybe not?


10/10 would bringris again


I've been enjoying this game a lot, it's a huge amount of fun! I feel like I've wrapped my head around the default mode, and I'm now trying to wrap my head around the alternative geometries.

But I have some friends who are sensitive to flashing lights who would like to play, but can't (because of the flashing colours when you clear a layer). Would it be possible to make a version without those flashes?


Sure, I can add such an option. So should the levels just disappear immediately? Or with a simpler animation when the level smoothly turns black?

I have no experience with people sensitive to flashing lights. In Bringris, the corners of the screen are also flashing (in some sense) while you  move the piece. And probably in some other situations, depending on what you have built and how you move. Is this not a problem for them? That would be more difficult to solve.

Bringris has been updated, and flashes can be disabled now.


I'm having trouble getting it to start :(

Yeah, sometimes people have problems running Bringris :( Not sure why, it is the same engine as HyperRogue, which does not seem to have such problems.

But they have reported that the game runs correctly with the "Vista compatibility mode" on -- have you tried that?


Mac version, please!

The lack of piece vertical piece rotations makes this game much harder than Blockout. After a while the only piece that could clear a level was a single vertical line or a piece with a downward projecting single cube. Those are rare enough that inevitably I have to cover holes just to keep going. It's like playing Tetris without being able to rotate and hoping that a line drops already pointing vertically.

Certain pieces could be rotated vertically. Any straight line could, and any piece with a single bend. The vertical 2x2 square couldn't, nor the horizontal four blocks in a tight curve. Removing any piece which contained those configurations, it would be possible to make a version of Bringis with Blockout-like rotation controls.

Thanks for playing Bringris and feedback!

While the lack of vertical rotations makes the game harder, the frequencies of various pieces have been adjusted to make it possible to play the game for a long time. Some players say that they can play almost indefinitely.

Added a Mac version (although it is quite slow on my old MacBook Air).

Thank you, and bought! There's a bit of weirdness with the packaging of the Mac executable, like an an extra layer of ".app" wrapping about the app. The extracted app wouldn't execute, but right-clicking it and choosing "show package contents" showed the proper app inside. I dragged that outside the inital app, and was able to launch it.


You had me at non-euclidean. love it! 

Thanks for playing!