It starts at 4
The ball leaves the entry at speed 4. Rails and bends cost a little, chutes and drops give it back, and a plate takes a lot away at once.
Three decks · eight parts · one budget
Every piece you lay spends speed or gives it back. The ball has to reach the cup, and it has to get there slowly enough to be caught.
The goal, in plain words
Lay a route to the cup.
The box is the cage and it is three decks deep. The parts you lay are modules; the ball leaves the entry and has to finish in the cup. Everything else is speed: one number, carried by the ball, spent and earned by every piece it crosses.


Read the budget
There is no timer and nothing hidden. One number decides everything, and every part you lay moves it.
The ball leaves the entry at speed 4. Rails and bends cost a little, chutes and drops give it back, and a plate takes a lot away at once.
Run out of speed and the ball rocks to a halt where it stands. Carry too much and it flies off the track. Both ends of the budget are real.
A ball arriving faster than 6 rides straight over the lip. Reaching the cup is half the problem; arriving slow enough is the other half.

Every piece in the cage wears its own speed: a scale let into its rails fills as far as the ball will be going when it leaves.
Eight parts
These are the descriptions the game itself gives you when you pick a part up. Nothing is hidden behind them.
A straight run. Costs 1. With a magnet on it, costs nothing.
FreeA quarter turn. Costs 2. With a magnet, 1.
FreeA slide down to the deck below. Adds 3. With a light magnet, 4. With a strong one, 5.
FreeAn open fall to the deck below. Adds 4. A light magnet slows the fall so it adds 2. A strong one holds it to a steady drop that adds nothing.
FreeA flat landing. Takes the ball from any side or from above. Costs 2. A light magnet brakes it by 5. A strong one by 8.
FreeA flap the ball pushes through. Costs 2. The ball must arrive at speed 5 or more, or 3 with a magnet.
CompleteA bar across the track that only a magnet can lift. With a magnet on it the ball passes and it costs 1. Without one, the ball stops here.
CompleteLifts the ball up to the deck above. Costs 5. Needs a strong magnet on it, and the ball must arrive at speed 8 or more.
CompleteMagnets are not parts. Each cage hands you a fixed few, and seating one changes what the piece under it does.

What is in the cage
Every cage above Beginner carries a fitting of its own, named on the card before you lay a part. Tap any picture to enlarge it, then step through with the arrows.
Six cages
Each rung grows the cage, lengthens the route and introduces one more idea. The first three are free and complete in themselves.
An empty cage and a short route. Learn what each part costs.
FreeA deck is greased or rough cast, and one spar is in the way.
FreeThe ring arrives, and the tray starts holding parts you do not need.
FreeGates and latches enter the tray; pole blocks and shielded cells enter the cage.
CompleteHoists, a draught across the cage or water down a column, and a tight budget.
CompleteTwo fittings at once, seven spars, and filings that cling to a live magnet.
CompleteCages are generated, so the ladder never runs out: every one is checked solvable before it is dealt.

LodeCage Complete
The three free tiers stay free and complete. The unlock adds the parts and the rooms that change how the puzzle works rather than just how long it is:
App Store availability and final pricing will appear here when the listing is live.
A Mountain Bolt puzzle
A steel cage, a handful of parts, and one number to spend. No ads, no tracking, no timers.