
ZUPI
Drag the Pulse Shield to deflect everything falling towards your Pulse Core. Hold still for three seconds and the run ends, so ZUPI is a game about continuous movement rather than tapping. Deflecting charges the shield, and releasing that charge as a Pulse clears the field — the only thing that breaks armour-plated threats. 600 levels across six worlds, all playable offline.

Inside the app
Interactive recreation
Keep the Pulse Core alive for thirty seconds without ever holding still — and save the Pulse for what the shield cannot stop.
A recreation, written for this site. It is not ZUPI’s code and does not claim to be: the shipped game’s source is not in the studio’s repository, so this was built from the public App Store listing — the Pulse Core, the three-second stillness rule, deflections charging a Pulse, six of them per Pulse, armour-plated threats that only the Pulse breaks, splitters, trackers and guard bands. The numbers and behaviours come from that listing and its screenshots; the levels, the difficulty curve and the feel are this site’s, not the game’s. Until 2026-10-03 this page ran the previous game’s engine and said it was the shipped one.
Understand why the three-second stillness rule shapes everything, and what the Pulse is for — the threats a shield cannot stop.
- No installNo sign-inAbout a minute
Why it exists
A one-thumb arcade game about never standing still — 600 levels, all offline.
Most casual arcade games interrupt themselves — a life meter, a countdown to more energy, an ad before you can retry. ZUPI is a pure skill game instead: every one of its 600 levels is open to everyone, it is all playable offline, and the subscription removes ads and nothing else. It grants no extra lives and no scoring advantage, which is what keeps one leaderboard fair for the people paying and the people not.
What it does
The parts that matter.
- 01
The keep-moving rule
Hold still for three seconds and the run ends. It turns a defensive game into a game about staying in motion, and it is the single rule everything else is built around.
- 02
The Pulse
Deflecting charges the shield. Released, that charge is a shockwave which clears the field — and the only thing that breaks armour-plated threats, which an ordinary deflection passes straight through. From level two onward, knowing when to spend it is the game.
- 03
What comes down at you
Threats that weave rather than fall straight, trackers that steer towards the Pulse Core, splitters that break in two when deflected, heavy ones that shrug off a glancing hit, and guard bands that close part of the field and force a new defensive line.
- 04
Offline, and fair either way
All 600 levels are playable offline, in 50 languages, with a global leaderboard alongside your own device records. The ad-free subscription is USD 5.99 a month and removes ads only — no extra lives, no scoring advantage.
How it was built
Six hundred levels, none of them endless
Levels are generated from a difficulty model rather than drawn by hand, so each one is a fixed, repeatable challenge with a start and an end — not a run that scrolls until you lose. That is what makes a leaderboard mean anything: two players on level 412 are playing the same level. Wardens arrive every fifth, bosses every tenth, and a checkpoint every tenth is what you fall back to.
Where it stands
LIVE
Live on the App Store as ZUPI: Pulse Shield, free, since September 30, 2026, at version 1.0. The Android build is still in closed testing on Google Play, so there is no Play link here yet. The demo below is a recreation written for the browser, not the shipped game — it says so on its own page.
We do not publish download counts, ratings or revenue figures for any product. Nothing here has been on a store long enough for one to mean anything. Privacy information for ZUPI.
Work with the studio
ZUPI is the evidence behind these pages.
Elsewhere in the studio
Other products.

Sprint analysis, training and nutrition in one app, with the form analysis on the phone.










