GreenInBetween Join the beta
Render of a corner pocket under a warm overhead lamp: the red 3 ball hangs on the lip of the leather-lined pocket, with the cue ball on the cloth beside it.

Just you and the cue.

Pool on your phone, stroked with two thumbs. There’s no aim line and no power bar. Where the tip lands is the spin you get.

A render of the target look, not gameplay.

The stroke is yours.

What your thumbs do, the cue does. The tip goes where your thumb sent it, and the physics takes it from there.

Center ball

Dead center

Drag the tip across the ball.

The cue ball, seen from behind the cue. The dot is where the tip lands and the line is your stroke; the game draws both. The dashed ring is the miscue limit, about 14 mm from center.
Two thumbs, one cue
The first thumb down is your bridge. The second is your grip, and it strokes along the cue at whatever angle the cue is drawn on screen. Stay on that line and the tip won’t drift across the ball.
Drift is English
Let your thumb drift off the line and the tip meets the ball off center, whether you meant it to or not. That English squirts the cue ball, changes its angle off the rail and throws the object ball.
Tilt for draw and follow
Your thumb moves the tip across the ball. Tilt the phone to move it up the ball for follow or down for draw.
No power bar
Speed is how fast your thumb is moving when the tip reaches the ball. You don’t charge a shot and you don’t time one. A soft touch is a slower thumb.
Two ways to miscue
Hit more than about half the ball’s radius from center and the tip slides off. Pull back further than your bridge allows and the cue slips out of it. Either way, the ball comes off weak, with no spin on it.

Get down on the shot.

Line it up the way you would at a table: walk the rail, get down behind the cue ball, take a couple of warm-up strokes and send it.

Render of the view down the cue at cloth level: the tip set behind the cue ball, lined up on the yellow 1 by the far rail.
A render of the look we’re building toward, not a capture from the game.

Your turn when you have a minute.

Take your shot on the train. Your opponent watches it replay on their phone tonight, then takes theirs.

Casual

Turn-based matches against friends, or against strangers at your level. Every match goes on a leaderboard.

Ranked and leagues

For league players, and anyone who wants a rating that means something. Ranked is separate from casual, the way league night is separate from a game at the bar. There’s no meter to game, so your rating measures how you actually play.

The table is always open.

Nothing runs on energy, timers or a daily login. Open the game and you’re shooting.

Matches, matchmaking and leagues are in design. The beta starts at the table, with the stroke and the physics.

Put your name on the board.

We need testers who’ll play on their own phones and tell us what feels wrong. Early builds are the table and the stroke, not a full game yet, and they run in your phone’s browser. An email is all we need; the three questions are optional.