Every corner
you turn?
Yeah, it takes you somewhere totally unexpected.
Basically, the way you approach corners actually determines where you end up - sounds weird, but it works.
Enter the FoldHow It Works
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01
Find the Corner
Not every angle on the map is what it seems — look for the faint purple edge-glow marking a live corner.
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02
Choose Your Angle
The direction you approach determines the exit: wide angles open voids, sharp angles cut to hidden rooms.
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03
Survive the Space
Each new space has its own gravity, geometry, and fold collectibles — map it before the corner closes behind you.
Features
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Find the Corner
The levels are built with this bizarre architecture that'll mess with your head — like hallways that feel way shorter than they look, or rooms crammed into spaces too small for them.
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Angle-Dependent Portals
The same corner, entered from three directions, leads to three different spaces — no two runs feel identical.
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Gravity as Narrative
When gravity flips, it's not just a random game mechanic — it's the game's way of telling you you've stepped into a completely different world.
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Space Folds Collection
Scattered through each void, folds unlock new corner types, expanding what a "turn" can mean across the game's later biomes.
Testimonial
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— Maren S.
I replayed the same corridor twelve times just to find every exit. Worth it every time.
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— Theo R.
It's a puzzle game that makes you feel tiny, but in a good way. The moment a corner opens into a huge void, nothing prepares you for it.
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— Claudia V.
Quiet and eerie until it isn't. I've never played a mobile game that surprised me with its spaces like this one does.
About
Wide Corner was built around a single question: What if turning a corner was actually making a choice about where you wanted to end up? We really wanted to create levels where you'd actually want to poke around instead of just blazing through — spaces that somehow feel right to navigate even when they make zero logical sense. We took this one wild architectural idea and played with it differently in each area.