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  • Rebound: Knife Throwing Game screenshot 1
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  • Rebound: Knife Throwing Game screenshot 7
  • Rebound: Knife Throwing Game screenshot 8

About Rebound: Knife Throwing Game

Bring the blade home.

A cannon rides a rail along the bottom of the screen. It throws straight up — that is the only shot you get. Above it, a target bar swings left and right, carrying small coloured zones you have to pin.

Between you and it, blocker bars slide across the lane. A knife that hits one embeds in it and rides off the side of the screen, gone.

So every throw is a prediction of two moving things at once: will my column still be clear when the knife gets up there, and will the zone be over it when it arrives?

Knives are limited. The board is on a clock. Pin every zone to clear it and move on.

HOW IT PLAYS
- Drag to place the cannon, lift your thumb to throw. One hand, the whole game.
- Knives stick where they land — the board ends up telling you your own story.
- The bar swings fast through the middle and hangs at the ends. The edges are the easy shot. You work that out yourself; nothing tells you.
- Blockers are big, slow and completely readable. Getting caught by one is always a shot you could have not taken.

PAINT AS YOU PLAY
- A pixel picture lies on the floor under your cannon. Every zone you pin throws its paint onto it.
- You paint what you hit: the colours on the target are the colours the picture still needs.
- The picture carries over between runs, so even a short run adds to it. Finish one to earn sparks and start the next.

WHAT CHANGES
- Boards escalate: more zones, narrower zones, a faster swing, longer blockers, less ammo, less clock. Every fifth board is a peak, and the one after it gives you room to breathe.
- Reach board 6, 11 or 16 and you permanently unlock starting there. No grinding an opening you have already beaten.
- Earn sparks for every board cleared, and spend them before a run on extra knives, extra time, or an extra life.
- Three lives. Running out of knives or running out of clock each cost one.

No energy meters. No waiting. A lane, a swing, and how well you read it.

What’s new

Version 2.3.0 · Updated September 29, 2026

Every hit now paints a pixel picture on the floor, in the colour you hit. It carries over between runs: finish one to earn sparks and start the next. Blockers always leave a way through now; two lanes could close every path. A gentler climb, a bigger cannon, a softer hit. Also new: an optional ad to double your sparks, and an occasional ad between runs, never during one and never in your first three. And a new icon.

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