Molt: Bank or Lose It

Points wait where you fell

Only for iPhone

Free · In‑App Purchases

iPhone

Nothing counts until you carry it home. Stack the multiplier, graze death for bonus ×, and bank before the hunters arrive. Die and your points wait on the floor for you. Every point you earn here is provisional. It floats over your head as pending, it is visibly enormous, and it is not yours. To make it real you have to carry it back down to your den and pass through the arch - which pays you out and, in the same motion, molts you back to short and nimble. Getting smaller is the reward. That is the whole game: go home now, or eat one more and make the walk harder. DEATH IS A DEBT, NOT AN ENDING Die holding a fortune and the game does not delete it. It drops it. Every segment of you freezes into a gem in the exact cell where it fell. The run ends there, with your score on the card - and one tap later you are playing again on top of your own wreckage. Those gems pay into the new run's pending - so you still have to carry them home. Your last three losses stay on the floor at once, which means a rough night leaves a map of everywhere you got greedy, and a good run is a route through it. THE LOOP Eat to stack a ×1.1 multiplier, uncapped, and to grow - and growing makes you faster, so greed is its own difficulty setting. Bank through the arch and it lands with a heavy ka-chunk: multiplier back to ×1.0, body back to short, question back on the table. NEAR-DEATH PAYS Passing within one cell of your own tail, a shard, or a hunter drone throws graze sparks worth bonus multiplier. The optimal path is always the scary path. At ×5, ×10, ×20 and beyond, drones spawn and chase your head - each with human reaction times, overshoots, and mistakes, so a sharp turn always buys distance. SWEEP THE FLOOR Clear every gem still lying out there and the game pays a 1.5× bonus on the whole recovery, yours once you bank it. Leave them and they wait - until you lose a fourth load, which pushes the oldest one off the board for good. FEATURES • Fully offline. No account, no server, no ads. Airplane mode is a supported configuration. • One thumb, portrait. Swipe anywhere and the turn happens where your snake is, not a beat later. • Runs last 60–180 seconds. Every run ends with its score, and the next one is a tap away. • Game Center: a weekly leaderboard that resets every Monday, plus an all-time board. • 13 Game Center achievements, from your first bank to the Sun Door. • Den progression: ten den levels driven by lifetime banked score, dirt burrow to the Sun Door. • Daily streak auras: bank once a day to keep the flame - tiers at 3, 7, 14, and 30 days. • A generous free cosmetic track: 10 skins, 5 trails, and 5 arena palettes, all earnable in play. FAIR, BY DESIGN 100% of gameplay is free forever. Purchases are cosmetic - skins, trails, den decorations - and provide zero gameplay advantage. No boosts, no extra retries, no streak savers. Money buys sparkle; skill buys score. DEN PASS SUBSCRIPTION The optional Den Pass is an auto-renewing weekly subscription for $1.99 per week. It adds a rotating weekly cosmetic drop, a golden den glow, and VIP gem sparkle - looks only, never gameplay. Payment is charged to your Apple Account at confirmation of purchase. The subscription renews automatically each week unless it is cancelled at least 24 hours before the end of the current period. Manage or cancel it any time in your Apple Account settings under Subscriptions. When it lapses, vault cosmetics lock again and every one-time purchase stays yours. Privacy Policy: https://jcreates.dev/molt/privacy Terms of Use (EULA): https://www.apple.com/legal/internet-services/itunes/dev/stdeula/

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Molt plays the way it should have from the start. • Turning is rebuilt. A swipe now turns your snake where it actually is, the head curves through corners instead of snapping, and shorter flicks register. Tight back-to-back turns are finally dependable. • Runs have an ending. When a run is over you get a proper result: what you banked, whether it was your best, and how much you left on the floor. Then go again, or head back to the den. • "End run" in the pause menu settles the run the same way. Banked points are kept and what you were carrying stays on the floor for next time (a sweep bonus only counts once it is banked). • The floor is fairer. Dying with nothing in hand no longer pushes an old loss off the board, and a quick death under the chute no longer buries gems that were already there. • The ×1.5 sweep bonus is now yours once you bank it. It no longer drops back onto the floor if you die holding it, which let the floor be farmed. • Fixed: ending a session could leave your score out of the result. Every run is recorded now, however it ends. • Fixed: the arena now shows every death still on the floor during a session, not only the latest.

The developer, JOSHUA JOHN, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .

  • Data Not Collected

    The developer does not collect any data from this app.

    Privacy practices may vary, for example, based on the features you use or your age. Learn More

    The developer has not yet indicated which accessibility features this app supports. Learn More

    Seller
    JOSHUA JOHN
    Size
    11.7 MB
    Category
    Action
    Compatibility
    Requires iOS 17.0 or later.
    • iPhone
      Requires iOS 17.0 or later.
    Languages
    English
    Age Rating
    4+
    In-App Purchases
    Yes
    • Prism Trail Pack $3.99
    • The Obsidian Serpent $2.99
    • Den Pass $1.99
    Copyright
    © 2026 Joshua John