▶ COMING SOON // iOS + ANDROID
Clappy Bird
Hands off the glass.
Clap to fly.
A bird falls. A sharp sound — a clap, a shout, a snap, a whistle — shoves it back up. That is the entire control scheme: there is no touch input during play. You clap to start and you clap to stay up, and the phone can sit on the table the whole time. Level flight works out at about 1.51 claps a second — three claps every two seconds — which is not a number we picked: it falls out of the physics, and it is a comfortable rate for a pair of hands.
Both store buttons are dead on purpose. Clappy Bird is not on the App Store and not on Google Play yet, so there is nothing behind them to link to — they become real links the day it is live, and not one day earlier.
▶ THE LOOP
HOW IT PLAYS
One input. It is not a finger.
Gravity is always on and the bird is always losing height. A sharp sound gives it one fixed shove upward — one sound, one flap, no matter how loud. Everything else in the game is the consequence of those two sentences: the pipes, the ceiling that kills you exactly as dead as the floor, and the fact that panic-clapping does nothing at all.
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STEP ONE // MAKE A NOISE
CLAP. OR DON'T.
Clap, shout, snap your fingers, whistle, thump the table. The game is not listening for a clap in particular — it is watching for a sudden jump in loudness, so whatever sharp sound you can make works. Clapping is just the one everybody already knows how to do.
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STEP TWO // THE POINT
ONE SOUND, ONE FLAP
A flap is a fixed shove upward. A burst of three claps lifts you exactly as high as one, and a louder clap lifts you no higher than a quiet one that cleared the bar. Panic will not save you here; rhythm will. And the ceiling is as deadly as the ground, so the answer is never simply "clap more".
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STEP THREE // NOTHING
GRAVITY DOES THE REST
Between sounds the bird is falling, and that is the only other force in the simulation. Flying level is a steady beat at roughly 1.51 claps a second (three every two seconds); climbing is faster than that; descending is the sound of you doing nothing. The whole difficulty curve is how long the game lets you stop.
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NOT A TOUCHSCREEN GAME
HANDS OFF THE GLASS
There is no tap-to-flap, no hidden backup control, no on-screen button that also works. Menus are taps, because menus are menus. From the moment a run starts, sound is the only thing that moves the bird — which is the whole reason the game exists.
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YOUR ROOM, NOT OURS
FIVE SENSITIVITY STEPS
A quiet bedroom and a loud kitchen are not the same problem, so the detector tracks the room's noise floor and gets stricter when the room is loud rather than firing forever. Settings has five sensitivity steps and a Test my mic meter, so you can watch your own clap clear the line before you fly.
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OFFLINE
WORKS IN A TUNNEL
All 412 courses, every bird, every sound effect and the physics itself ship inside the app. Nothing is fetched, nothing is scored on a server, and there is no account to be logged out of. Only the ads want a signal.
▶ THREE MODES, ONE SIMULATION
WHAT'S IN THE BOX
One physics engine, running at a fixed 120 Hz so a course lands identically on a cheap phone and an expensive one, with three things pointed at it. Nothing in here is generated while you wait: the 412 courses that ship — 12 lessons and 400 dailies — were each flown to the end by a solver through the real physics before they were allowed into the build. No player can be handed an impossible board.
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MODE 01 // ENDLESS
THE SCORE CHASE
Procedural, unbounded, and the reason you came. One pipe cleared is one point and one coin. Beat your own best and the game stops and asks for three initials, arcade-style, for a high-score table that lives on your phone and goes no further.
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MODE 02 // DAILY
EVERYONE, THE SAME 40 PIPES
One baked course a day, 40 pipes long, identical for every player on earth that day — not because a server handed it out, but because it was built, proved and shipped inside the app long before you opened it. Replay it as often as you like — the day keeps your best run — and the streak counts the days you turned up, not the days you finished.
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MODE 03 // FLIGHT SCHOOL
12 BAKED LESSONS
First Flight, Finding the Beat, Up and Over, The Long Glide, Staircase, Down Draft, Tight Squeeze, Switchback, Roof and Floor, Needle Threading, Storm Front, Graduation. Fifteen pipes at the start, twenty-five by the end, each one teaching a single thing your hands have to learn.
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NINE BIRDS
COSMETIC, AND ONLY THAT
Pip, Sunny, Bluebell, Rusty, Mint, Cocoa, Violet, Ash and Ember. Pip is yours from the first launch; the other eight cost 350 coins each — coins, which you earn by flying. A test asserts that no skin field can reach the physics, because a bird you paid for must not fly better than one you didn't.
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LOCAL TABLES
THREE INITIALS, NO LEADERBOARD
Every mode keeps its own top ten on the device. Three characters, upper case, the way an arcade cabinet did it — which also means the table can never hold anything that looks like a name. There is no online leaderboard, no account and no server to upload to.
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ONE MORE GO
A SINGLE REVIVE
Crash and you can take exactly one revive per run — a watched ad, or 75 coins if you would rather pay in the currency you flew for. One. After that the run is over and the score is the score.
▶ THE HONEST BIT
WHAT IT COSTS
Clappy Bird is free. Nothing you can buy makes the bird fly better, nothing expires or refills on a timer, and there is no energy meter because we did not build one. Money buys fewer interruptions and a faster route to a different-coloured bird. That is the whole list.
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FREE // AD-SUPPORTED
ADS, ON A LEASH
A full-screen ad can only appear when you leave a game-over screen — never mid-flight, never over a run. Your first five lifetime runs are ad-free entirely, then at most every third run, never less than 90 seconds after the last one, and never more than four in one session. Those four limits are in the code, not in a promise.
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ONE-TIME PURCHASE
REMOVE ADS
Ends the between-run interruptions permanently, on this account, restorable on a new phone. The opt-in revive ad stays available on purpose — you just never get shown one you did not ask for.
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COINS // OPTIONAL
THREE COIN PACKS
If you would rather buy the birds than fly for them. Coins also fall out of ordinary play at one per pipe cleared, in every mode, forever. Buying is a shortcut past the grind, never a gate in front of the game.
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NOT IN HERE
NO SUBSCRIPTION
No monthly anything, no season pass, no loot box, no daily-login casino, no "watch an ad to keep your streak". A streak you clapped for is not for sale back to you.
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NEEDS
A MICROPHONE, AND THAT'S IT
iPhone on iOS 15 or later; Android 7.0 or later. The game asks for the microphone and nothing else — no camera, no location, no contacts, no notifications, no photo library. Decline the mic and the game tells you plainly that it cannot be played, because it can't.
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SUITABLE FOR
EVERYONE
No chat, no accounts, no player-made content, nobody to be matched against, and nothing typed in but three initials chosen off a wheel. The loudest thing in the room is you.
▶ ON THE RECORD
THE MICROPHONE QUESTION
It is the first thing anyone asks about a game you play by clapping, so here is the plain answer. The microphone is used only to measure how loud the room is. Audio is analysed for amplitude on your device, in memory, and is never recorded, never written to disk, and never transmitted anywhere. It is not speech recognition; it is not listening for words; there is no waveform kept, because the game never keeps one. The mic opens when you enter the game screen and closes when you leave it, and the only other place it ever opens is the Test my mic button in Settings. It is never open on a menu. Everything else stays local too — scores, coins, birds, Daily results and settings live in your phone's own storage, with no account and no server of ours anywhere. Exactly two things reach the network: Google's ad network, which serves the ads, and the App Store or Google Play, which handle purchases.