Twelve cars, one shrinking circle

Bump

Bump drops 12 cars into a circle that closes from a radius of 1,000 to 500. Knock rivals out with 30-frame stuns, bank 80 points for a win and 5 per kill, and 100 points buys a star.

LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.

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Bump

Title screen and the countdown

Twelve cars, one shrinking circle

The title screen shows the Bump.io wordmark over a coloured pad with your current car on it, a yellow play button, and a yellow arrow on each side of the car to page through the cars you own. A round red button holding a question mark sits in the corner; that is the build's rules dialog, and the build hides it once your tier is SILVER or higher. Pressing play runs a 3-2-1 countdown, one number every 600 ms, and only then does the arena start moving.

Bump.io title screen with the car on its pad, a yellow play button, left and right car arrows and a red question-mark rules button
Observed 2026-10-04 in Chrome at 1280×800: the title screen shows the Bump.io wordmark, the car you will drive, a yellow play button, the two yellow arrows that page through your cars, and the red question-mark button that opens the rules — it disappears once your tier reaches SILVER. No score or kill counter is printed on this screen.

The circle is the arena

A round opens with 12 cars: yours plus 11 opponents, spaced 30 degrees apart around a circle. They start 700 units out from the centre, and the circle then closes inwards at 0.2 a frame. How far it closes depends on your tier: down to a radius of 500 while you are in IRON or BRONZE, and only to 750 once you climb past them. Touching the edge is not a wall — it ends your round.

Bumps, blades and eliminations

Your rank is the number of cars still moving

Nobody has a health bar. A car leaves the round when it crosses the circle's edge or touches one of the four rotating blades, and your finishing rank is simply the count of survivors plus one, so being the last car in the circle is the win condition. Because of that, a bump matters for where it sends the other car rather than for the damage it does.

What a single contact does

The build resolves a contact by angle. Hitting a car from behind stuns both of you for 30 frames; a side-on contact stuns both for 20. Base speed is 4.5, rising by 3/11 of a unit per level you gain, and a full energy bar multiplies speed by 1.4 until you spend it. Energy fills at 0.1 a frame on its own and 15 per contact, and landing a hit while the bar is full gives the other car a 12-unit kick while your own bar resets to zero.

Eleven of the twelve cars are AI

The opponents are not a live lobby. Their names are drawn from a local table of 102 names, their flags from 16 countries, and each one gets a random hull out of the 36 models in the build. They re-decide a heading every 180 frames, half the time at random and half the time toward the nearest car, and they steer away from the blades. Only the leaderboard is networked, so the eleven cars in front of you are the build's own driving.

Points, stars and tiers

80 points for a win, 5 per kill, 100 per star

The result panel prints its arithmetic in two lines: "rank points: +" and "kill points: +". A win pays 80 rank points, second place pays 40, third pays 20 and anything below third pays nothing. Kills pay 5 each on top, so a three-kill win banks 95. The dial beside it reads your total as a fraction of 100, and every 100 points converts into one star.

Seven tiers, and the video that rents a car

The ladder runs IRON, BRONZE, SILVER, GOLD, PLATINUM, DIAMOND and MASTER, with the badge printed as tier and division, for example IRON:1. Divisions per tier run 1, 2, 3, 4, 5, 5 and 6, and the stars needed inside a division run 2, 2, 3, 4, 5, 5 and 5. Losing a round costs one star; dropping past zero costs a division, and dropping past the first division costs the tier itself, so a bad run walks the ladder back down.

Cars come from the same screen. After a round the panel offers up to three cars you have not unlocked, and watching a video keeps one for a set time. The build stores a timer of one hour (36e5 ms) multiplied by that car's own rental value, and for the cars this panel offers that value runs from 2 to 48, so a rental lasts between two hours and two days before the car leaves your garage again. An interstitial is offered once the build's play counter passes 30, and that counter ticks once a second, so roughly half a minute of play sits between ads.

Arena FAQ

Circles, points and tiers in Bump

These answers stay with what the build resolves: a circular arena that closes, a rank taken from the survivor count, and points that convert to stars at 100 each.

How do I steer?

Press anywhere on the field and drag. The build draws a stick where you pressed and takes your heading from the angle between that point and your current pointer, so the drag is relative rather than a fixed on-screen pad.

How does a round end?

When your car crosses the circle's edge or touches one of the four blades. Your rank is the number of cars still moving plus one, and the result panel then prints rank points, kill points and your final rank. A win, with every rival out, pays 80 points.

How many cars are in a round?

12: your car plus 11 opponents, spaced 30 degrees apart 700 units from the centre. All 11 are driven by the build's own AI, named from a local table of 102 names, and the circle closes to a radius of 500 in IRON and BRONZE or 750 above them.

What do the points buy me?

Stars, at 100 points each. A win pays 80 rank points, second pays 40 and third pays 20, and every kill adds 5, so a three-kill win banks 95 and a four-kill win banks 100 in one round. Seven tiers run from IRON to MASTER.