
Drifter
Straight lines and steady bounces. Wears the rock down anywhere.
- Best at
- Reliable all-purpose digging
- Limit
- Only one cell per impact
The balls are the game. Each one digs in its own way, each card says both what it is best at and where it stops, and each one can be upgraded on its own. A good fleet is a mix.

Straight lines and steady bounces. Wears the rock down anywhere.

Opens a soft crater wherever it lands.

Crosses any open ground. Spends up to 8 cell health on one straight pass; surviving rock reflects it. A barrier turns it sooner.

Becomes two, then four, then quiet again.

Poisons the cell it touches. The poison eats its way on, cell by cell, until it is spent.

Splits every strike into beams that carve a burst of ground.

Heavy and unhurried. What it touches, it takes.

Holds on to the rock and works its way along the face.

Always falls toward the middle. Digs a curve, and comes home by itself. Drop it where you want the curve.

Drifts slowly and throws lightning at the rock around it. Drop it beside the rock: it is too slow to go looking.

Takes nothing. Builds bricks the rest of the fleet is paid to break.
Every ball has four upgrades: Cell damage (harder hits), Refinement (more pixels per cell), Momentum (moves faster) and one of its own. The field also has Nightwork, which sets what the fleet earns while the game is closed.
10 Million Cells is out now on Google Play and free to start. The App Store version is on its way.