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Obby: Break your Bones

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Obby: Break your Bones is an action game on Kiz10 where you launch a ragdoll off cliffs, smash into obstacles, and score huge points by chaining brutal bounces.

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Obby: Break your Bones
Rating:
full star 4.5 (150 votes)
Released:
28 Feb 2026
Last Updated:
28 Feb 2026
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
๐—ข๐—•๐—•๐—ฌ: ๐—•๐—ฅ๐—˜๐—”๐—ž ๐—ฌ๐—ข๐—จ๐—ฅ ๐—•๐—ข๐—ก๐—˜๐—ฆ โ€” ๐—ง๐—›๐—˜ ๐—™๐—”๐—Ÿ๐—Ÿ ๐—œ๐—ฆ ๐—ง๐—›๐—˜ ๐—ฃ๐—Ÿ๐—”๐—ก ๐Ÿงโ€โ™‚๏ธ๐Ÿชจ
Obby: Break your Bones on Kiz10 is the kind of physics chaos game that doesnโ€™t even pretend to be polite. The objective is hilariously straightforward: you take a limp ragdoll dummy, toss it off a cliff, and try to engineer the most spectacular, point-farming, obstacle-kissing landing possible. Thereโ€™s no winning by being careful. Thereโ€™s no โ€œclean run.โ€ Your best run is the one that looks like a cartoon disaster and somehow ends with a bigger score than your last attempt. ๐Ÿ˜…
What makes it work is that itโ€™s not random violence. Itโ€™s controlled, creative physics. Youโ€™re basically a stunt coordinator with questionable ethics, planning the perfect trajectory so your ragdoll hits sharp ledges, clips corners, bounces off jutting rocks, and keeps tumbling long enough to turn one fall into a chain reaction. The game gives you a cliff and a body that flops like jelly, and your job is to make gravity earn its paycheck.
๐—ง๐—›๐—˜ ๐—ฆ๐—–๐—ข๐—ฅ๐—œ๐—ก๐—š ๐—Ÿ๐—ข๐—ข๐—ฃ: ๐—œ๐— ๐—ฃ๐—”๐—–๐—ง, ๐—™๐—ข๐—ฅ๐—–๐—˜, ๐—”๐—ก๐—— ๐—–๐—›๐—”๐—œ๐—ก๐—ฆ ๐Ÿ’ฅ๐Ÿ“ˆ
The scoring system is all about damage and momentum. Body parts take damage when they hit obstacles, and the game highlights critically damaged limbs so you can immediately see what โ€œcountedโ€ and what didnโ€™t. That feedback matters more than youโ€™d think. It turns every fall into a lesson. You start recognizing which impacts are just noise and which impacts are big point events. A clean slam into a hard edge? Good. A sad little slide down a smooth slope? Usually less exciting.
Points come from the force of hits and the number of fractures you stack in one run, so your goal isnโ€™t simply โ€œhit something.โ€ Your goal is โ€œhit many things, in the worst possible sequence, without stopping too soon.โ€ The best runs feel like youโ€™ve discovered a cursed pinball path: launch, smack, rebound, clip a ledge, ricochet again, then finish with one final โ€œoh noโ€ impact that seals the score.
The beauty is the immediate retry motivation. You see the result, you see where the momentum died, and you instantly want another attempt to fix the route. Not fix it into something safer. Fix it into something more ridiculous.
๐—Ÿ๐—”๐—จ๐—ก๐—–๐—› ๐—ฃ๐—ข๐—œ๐—ก๐—ง๐—ฆ ๐—”๐—ก๐—— ๐—”๐—ก๐—š๐—Ÿ๐—˜๐—ฆ: ๐—ฆ๐— ๐—”๐—Ÿ๐—Ÿ ๐—–๐—›๐—ข๐—œ๐—–๐—˜๐—ฆ, ๐—•๐—œ๐—š ๐—–๐—ฅ๐—จ๐—ก๐—–๐—› ๐Ÿงญ๐Ÿงจ
A lot of players assume these games are pure luck. Theyโ€™re not. Launch angle is everything. Where you push from, how you aim the dummyโ€™s initial direction, and how you spin the body before impact can completely change the outcome. Sometimes a slightly different launch turns a boring straight drop into a multi-stage disaster where the ragdoll bounces through obstacles like it was designed for that exact path.
Youโ€™ll start experimenting naturally. One run you aim for a sharp ledge. Next run you aim for a narrow gap between rocks. Next run you try to clip a corner so the ragdoll rotates and hits multiple surfaces instead of sliding. The game rewards that kind of playful experimentation because the physics are the content. Youโ€™re not searching for one correct solution. Youโ€™re searching for the funniest and most profitable crash sequence.
And yes, spinning is a whole strategy. A clean, stiff fall can end too quickly. A chaotic spin turns one collision into ten, because different limbs catch different surfaces, turning the dummy into a rotating point generator. Itโ€™s absurd, but itโ€™s also the skill ceiling: learning how to create rotation without killing the run instantly.
๐—›๐—˜๐—”๐—— ๐—™๐—œ๐—ฅ๐—ฆ๐—ง ๐—”๐—ก๐—— ๐—ข๐—ง๐—›๐—˜๐—ฅ ๐—•๐—”๐—— ๐—œ๐——๐—˜๐—”๐—ฆ (๐—ง๐—›๐—”๐—ง ๐—ฆ๐—–๐—ข๐—ฅ๐—˜ ๐—ช๐—˜๐—Ÿ๐—Ÿ) ๐Ÿค•โญ
The game encourages the kind of decisions youโ€™d never make in a normal platformer. Landing โ€œsafelyโ€ is useless. Landing in the most dramatic way is the whole point. Certain impacts score better because they generate bigger force spikes, and the gameโ€™s tip style reflects that: sharp ledges are valuable, weird angles are valuable, and high-energy collisions are the currency.
But the trick is timing your chaos. If you go for the most extreme landing immediately, you might stop dead and lose the chance to chain impacts. The strongest scores usually come from a sequence: first hit to redirect you, second hit to accelerate the tumble, third hit to break momentum into limb impacts, then a final slam that ends the run with a huge point burst. Youโ€™re basically composing a crash โ€œsong,โ€ and the chorus is gravity.
If you ever wonder why youโ€™re addicted, itโ€™s that moment when you watch a perfect chain unfold and your brain goes, โ€œThat was beautiful.โ€ Then you immediately feel slightly concerned about yourself. Then you hit restart. ๐Ÿ˜ญ
๐—ง๐—›๐—˜ ๐—ข๐—•๐—•๐—ฌ ๐—™๐—˜๐—˜๐—Ÿ: ๐—ง๐—ข๐—ฌ๐—ฆ, ๐—ฅ๐—”๐— ๐—ฃ๐—ฆ, ๐—”๐—ก๐—— ๐—ฅ๐—˜๐—ฃ๐—Ÿ๐—”๐—ฌ ๐——๐—ก๐—” ๐Ÿงธ๐Ÿ”๏ธ
Even though the premise is โ€œthrow the dummy,โ€ it still has that obby flavor: youโ€™re interacting with a level layout that acts like an obstacle course designed for failure. The environment isnโ€™t just there to look pretty. Itโ€™s a tool. A sharp edge is a scoring tool. A ramp is a redirection tool. A drop is a momentum tool. Your job is to use the environment like equipment.
That also means your playstyle can evolve. Early on, youโ€™re just trying to get a decent score. Later, youโ€™ll start โ€œrouting,โ€ choosing a specific line and trying to recreate it more cleanly. Not cleanly as in safe, but cleanly as in consistent. The best players donโ€™t just get a high score once. They find a repeatable path to high scores, then tweak it for even more damage.
This is the kind of game that works perfectly in short sessions because each run is fast and the feedback is instant. But it also supports long sessions because optimization is endless. Thereโ€™s always a slightly better launch, a slightly sharper angle, a slightly more violent bounce chain you havenโ€™t discovered yet.
๐—–๐—ข๐—ก๐—ง๐—ฅ๐—ข๐—Ÿ๐—ฆ ๐—”๐—ก๐—— ๐—ฆ๐— ๐—ข๐—ข๐—ง๐—› ๐—ฃ๐—Ÿ๐—”๐—ฌ ๐Ÿ–ฑ๏ธ๐ŸŽฎ
The controls keep it simple so the physics can be the star. Youโ€™re not memorizing combos. Youโ€™re focusing on setup and timing. On PC, Tab toggles the cursor visibility, which makes it easier to switch between controlling the fall and interacting with the interface without fuss. That small detail matters in a fast-retry game, because anything that reduces friction makes โ€œone more attemptโ€ even more tempting.
Obby: Break your Bones on Kiz10 is pure ragdoll destruction satisfaction: a physics sandbox where the goal is to engineer the most dramatic fall possible, stack damage through chained impacts, and chase that perfect run that looks terrible and scores beautifully. ๐Ÿชจ๐Ÿ’ฅ๐Ÿงโ€โ™‚๏ธ

Gameplay : Obby: Break your Bones

FAQ : Obby: Break your Bones

What is Obby: Break your Bones?
Obby: Break your Bones is a physics-based ragdoll action game on Kiz10 where you launch a dummy off cliffs, hit obstacles, and score points by causing maximum damage in one fall.
How do I score more points in a single run?
Aim for impact chains instead of one big hit. Try to bounce into multiple obstacles, keep the ragdoll tumbling, and use angles that create spinning so more limbs collide.
What do the highlighted body parts mean?
Critically damaged limbs are highlighted to show where the biggest damage happened, helping you understand which impacts were effective for fractures and scoring.
Is landing on sharp ledges really better?
Usually, yes. Sharp edges and hard corners tend to create stronger force spikes and better fracture chains than smooth slides, especially if you hit them at speed.
How do I hide or show the cursor on PC?
Press Tab to toggle the cursor on or off, making it easier to switch between controlling your run and using the UI.
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