indiegame.fan
Syncline header art

Syncline

A rolling-block puzzle where your piece is a whole line of cubes. Roll it flat, stand it on end, break it or rejoin it, and turn the camera to find the way — then land the chain along the goal line to cover it.

Steam Page
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Syncline?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Syncline?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Syncline self-published or published by KCEDERLUND.DEV?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Syncline and KCEDERLUND.DEV funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Syncline and KCEDERLUND.DEV?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Syncline?Release statusWhether and how the game has been released.

Media

6 items

About the Game

A rolling-block puzzle where your piece is a whole line of cubes. Roll it flat, stand it on end, break it or rejoin it, and turn the camera to find the way — then land the chain along the goal line to cover it.

It looks simple: tip a line of cubes across a grid until it lands on the goal. Then the level starts taking your line apart — and the real game shows up. Knowing when to break the chain, where to gather it back, and which way you're facing when you do is the whole thing.

A line that comes apart

Your chain won't roll into empty space, so you can never lose a cube by accident. Drive it into a wall, though, and it shears — the cubes that can't pass break off and wait behind you, ready to rejoin. Reshaping the line is how you fit it through the level.

The angle is a move
Standing and lying, the same chain reaches different squares. And rotating the camera isn't just a look — it turns which way you roll and decides which cubes break away when the line splits. The direction you face is a decision, not a view.

The board fights back
Some blocks don't take passengers: one destroys the cube that lands on it, another warps it into something new, and your line splits at the break. It's never random. When it goes wrong, the trap was always there to see.

Features

  • Your piece is a whole line, not one block — the twist everything else is built on.

  • Cover the goal line — slot your chain onto the goal line and the level clicks shut.

  • Camera rotation that changes the play — it turns your controls and decides which cubes break off.

  • Climb and descend — stand tall to go up, reconnect lower to come down.

  • Break and rebuild — shear the line against blocks, then gather the pieces back.

  • A board full of reactive tiles — destroy and transform your cubes, crumble underfoot, or trigger effects across the level.

  • Fully deterministic — no luck, no jank; when you fail, you can see exactly why.

  • Editor and mod.io — build your own levels and share them with the community.

  • Full controller support, remappable controls, color themes, and localization.

Plenty to solve, and the tools to make more
A handcrafted campaign that teaches each mechanic before it combines them — every level machine-checked solvable before it ships. When you run out, the editor and mod.io keep the puzzles coming.

Simple to roll, hard to line up.