Arcade

Belfry!

Hold the rope through each downswing to pump the bell a tier higher, then let go at the very top of a swing to ring it. Rings score the square of their tier — but reach the red mark and the rope snaps.

👆 Hold to pump · release at the peak to ring ← All games

Belfry — Free Online 3D Bell Ringing Push-Your-Luck Game

Belfry puts you at the bottom of a rope in a moonlit bell tower, with one great bronze bell hanging above you and a whole town waiting to hear it. You cannot simply strike the bell. You have to swing it, the way real ringers do. Each time the bell sweeps through the bottom of its arc while you are holding the rope, the swing climbs one tier higher. When you let go at the very top of a swing, the clapper lands and the bell rings out. A ring is worth the square of its tier, so a tier-six peal scores thirty-six while a timid tier-two ring scores just four. That gap is the whole game, because the rope will only take so much.

How to play

Press and hold anywhere to take the rope, and release to let it go. The space bar works the same way on desktop. The ticks on the arc behind the bell show every tier. The orange tick is your last safe swing, and the red cross is where the rope snaps. When the rope itself turns orange and starts to fray, one more pump will break it. Letting go between peaks only gives you a dull clunk that knocks the bell down a tier and resets your combo. Ringing cleanly on the peak raises the multiplier all the way to six times. Watch the toll bar too. A timid tier-one ring barely tops it up and every clunk drains it, so if the tower stays quiet until it empties, the night is over. You get three ropes. Big rings at tier four and up wear the rope, pulling the red cross lower, and a rope that is already frayed to its limit wears straight through. Greed now leaves you less room later.

The second act

Once you pass a hundred points, the town starts calling notes. One tier glows cyan, and ringing exactly on it pays triple and splices a frayed tier of slack back into your rope. It is the only way to win back room under the red cross. Sometimes the call is low, and the right play is to stop pumping early and ring a small bell perfectly, which goes against everything the first act taught you. If you enjoy timing a release at the top of a swing, try Crane. For pure hold-and-release control, play Ascend, and for a single precise stop, try Stop Bar.