Void Bounce has 850 levels: 500 main levels split into 10 worlds of 50, followed by 350 bonus levels that reuse the worlds with harder layouts. New obstacles appear gradually, and from level 60 modifiers start changing how they behave.
The 10 worlds
| World | Levels |
|---|---|
| Laboratory | 1–50 |
| Greenhouse | 51–100 |
| Forge | 101–150 |
| Glacier | 151–200 |
| Neon | 201–250 |
| Desert | 251–300 |
| Jungle | 301–350 |
| Abyss | 351–400 |
| Core | 401–450 |
| Aurora | 451–500 |
Levels 501 to 850 are bonus levels and cycle through the same worlds.
All 15 obstacles
| Obstacle | From level | How to beat it |
|---|---|---|
| Crown of spikes | 1 | A ring of spikes around the tunnel wall. Roll through the gaps between the points. |
| Single bar | 4 | One bar sweeping around the tunnel. Wait for it to pass the bottom, then go. |
| Cross bars | 8 | Two bars crossed like an X. There are four openings per turn instead of one. |
| Two openings | 13 | A wall with two holes on opposite sides. Pick the one coming down to you. |
| Wall with a gap | 18 | A full wall with a single opening. The classic test of patience. |
| Three-blade propeller | 26 | Three blades spinning together. Short windows, steady rhythm. |
| Turbine | 36 | A dense spinning fan. Watch one full turn before you commit. |
| Walls in a row | 50 | Several walls back to back. Clearing one is not enough; look ahead. |
| Raised window | 70 | An opening that sits higher on the wall, so your bounce height matters. |
| Holey floor | 95 | The floor itself has holes. Stop on solid ground, not over a gap. |
| Helical screw | 125 | A continuous spiral. The safe line moves as the tunnel turns. |
| Gate | 145 | A gate across the tunnel. Wait for its opening to reach you, then roll. |
| Sentinel | 160 | Spins about twice as fast as normal obstacles, so the windows are short. |
| Moving holes | 210 | Holes in the floor that travel. Read their direction first. |
| Advanced sentinel | 250 | An even faster sentinel. Watch a full turn before you move. |
All 13 modifiers
Modifiers apply to one section of the tunnel, except the two marked as whole-level.
| Modifier | From level | What changes |
|---|---|---|
| Counter-rotating layer | 60 | One layer spins the opposite way from the rest. |
| Mirrored cylinder | 85 | The section is mirrored, so patterns you learned flip sides. |
| Reversing spin | 110 | The tunnel changes direction mid-section. |
| Accelerated cylinder | 135 | The spin speeds up inside this section. |
| Pulsing spin | 150 | The rotation speeds up and slows down in pulses. |
| Gravity zone | 175 | Gravity changes, and so does the height of your bounce. |
| Headwind | 190 | A wind pushes against you while you roll. |
| Altered bounce (whole level) | 210 | The ball bounces differently for the entire level. |
| Upside-down cylinder | 225 | Gravity flips at the entrance and the ball bounces on the ceiling. |
| Dark stretch | 240 | The lights go down. Rely on rhythm and sound. |
| Blinking layers | 255 | Layers flicker in and out of view. |
| Stacked layers | 280 | Extra layers of obstacles on top of each other. |
| Tunnel collapse (whole level) | 300 | The tunnel collapses behind you as you go, so long waits are risky. |
For timing advice on each of these, read the tips for hard levels.
