Kolobok · game page

Version history

What's new

The game updates almost every day. Below is everything that has changed since day one, in the same words players see on the title screen. Play · about the game · press kit.

    • The yard has a Music corner: listen to the tunes and tick the ones that play in a run. The winter ones open with the first winter and with Baba Yaga beaten.
    • New folk music, all made by the game itself: balalaika and spoons, the accordion, the reed pipe and «Kamarinskaya» in summer, a sleigh-bell dance and a Christmas horn tune in winter. The track fades into another when winter comes, when the snow thaws, and when the Fox or Baba Yaga arrives.
    • Animals now differ in how they take water: hares and hedgehogs will not follow Kolobok into rivers and puddles — they stop at the bank and run along it; the boar fords faster than the wolf and the bear, the adder swims as well as it crawls, and the fox no longer leaps into the water after Kolobok — she waits on the bank for him to climb out.
    • Music can now be switched off entirely: a Music checkbox on the More tab and on the pause screen. The game's sounds stay on.
    • Fog and rain now roll in and clear over a few seconds, the way winter arrives, instead of switching on in an instant.
    • In winter a blizzard comes instead of the downpour: the snow flies on the wind, the wind slowly pushes Kolobok aside, and as in fog you only see what is close.
    • The Forest Book now has a «Who it really is» block for every animal: real facts about the hare, the wolf, the bear, the fox, the hedgehog, the boar, the magpie, the adder and the Baba Yaga of the fairy tales, checked against encyclopedias and scientific sources.
    • Baba Yaga has a voice of her own, a creaky cackle when she arrives and a whistle when she calls the magpies, and her own mark in colour-blind mode. Stray foxes no longer turn up during a boss fight. In German, French and Spanish the Fox of the tale is now «she» everywhere, as in her name.
    • Kolobok is more talkative, especially in long runs. After the sixth wave he has something to say: about the fog, the rain, the hare rush and the hush, the thaw, the Fox and Baba Yaga coming back, and the mortar up in the air.
    • He reacts to finds, the mill, the woodpile, the stump and the bees, to the magpie and a woken bear, to card evolutions, a crowd around him, a minute without a bite and a narrow escape.
    • His lines no longer come once per run: a few waves later Kolobok may speak again, and in other words.
    • Roll far from home and Kolobok will remind you it is time to go back, admit he is lost, and warn that the edge of the tale is near.
    • The magpie no longer bites. With no crumbs on the ground she pecks at the satchel and flies off with flour; knock her down and it comes back.
    • The yard adds up across devices. Play on the phone and on the laptop under one yard key or one Yandex account, even at the same time: what each run brings home is summed, and flour spent on a crust or a sowing on one device stays spent on the other.
    • The satchel no longer fills up with flour before anything else gets in: flour takes at most half of it, the rare things are packed first — poppy, honey, berries, a log — and flour fills what is left of its half.
    • The Forest Book: a book on the log by the wall in the yard. Every animal of the forest gets a page after your first meeting — a portrait, what it does in this forest and how the tale sees it, how many you have smashed and how many times it has bitten you, and the achievements about it. Those you have not met yet are not in the book. Three new achievements: a magpie down, a viper down, and the whole book filled.
    • Card evolutions: two cards at their maximum become one new card. Butter Coating and Fireproof Glaze make the Blazing Trail — burning grease behind a fast Kolobok; Spiky Crust and Hard Shell make the Hedgehog — every third bite is blocked and the biter stunned; Bouncy Dough and Sugar Rush make the Ricochet — after a smash you fly on to the next animal; Crumb Magnet and Golden Crust make the Rich Table — twice the crumbs; Yeast Regeneration and Second Baking make Sourdough — healing that never pauses. As soon as both parents are at their limit, the evolution comes as the first card on the next level. The first one taken earns the «Two Became One» achievement.
    • On a keyboard, Space or Enter picks the highlighted card on the upgrade screen.
    • A dot on the «Yard» button when something waits there: a cold stove with logs in the bins, a ripe bed, a request done or a new one for the day. And the satchel is a thing you can grow: Grandpa sews a bigger one for supplies, three times, from twelve items up to twenty-four.
    • A yard key on the More tab: make a twelve-character code on one device, type it on another, and the progress is shared — records, achievements, the yard, the crusts. No names, no passwords; the code is the whole identity, so keep it to yourself.
    • Kolobok talks in the forest: a hard bump into a tree or a rock, fifteen and thirty smashes in a row, a bite from each animal in its own words, and a word when his health runs low — a few lines per run, never over a wave banner.
    • Portrait is home: the game no longer asks for landscape from the home-screen shortcut or in full screen — play it the way you hold the phone.
    • «Full screen» on a phone: the icon by the pause button, and a button on the pause screen and the More tab. The browser bar goes away and the screen locks to landscape while it lasts — the game works without it as before.
    • Eaten? Grandpa asks Grandma for a new kolobok, Grandma grumbles and bakes, and the new one has a word of his own — five exchanges, one per run. Every kolobok baked after a death takes a handful of flour from the bins, so the bins have somewhere to go; with the bins empty he is shaped from crumbs and the run starts all the same.
    • The hut grows. Six things the yard earns and everyone sees on the title: a new fence for five trips home, a patched roof for forty items brought in, a cat on the porch for three requests, a well for ten harvests, a birdhouse for five jars of honey, and a rooster weathervane for a hundred and fifty items. Earned, never bought; the porch says what the next one takes.
    • Grandma and Grandpa have a request every day, on the porch: raspberries for jam, logs for the stove, a jar of honey, the magpie that steals the crumbs, a few wolves, a bear, or simply come home alive after wave 3. It is done in the forest, counted as it happens, and the thanks go straight into the bins.
    • The hives are finally visible: a proper hive on a branch at the edge of the canopy with two bees around it, and a word the first time one comes into view. Ram the tree and the bees fight for you — they never touch bread.
    • Any trip to the door now hands the satchel over: what Kolobok has gathered goes into the bins the moment he reaches home, mid-run and in full. Only what he picks up afterwards is at stake, and even an eaten Kolobok brings half of that, rounded up.
    • The garden. Three beds by the porch grow on real time and ask for nothing while they do: raspberries in eight hours, poppy in a day, and the turnip — one at a time — in three. Every seed returns three for one, and a turnip that came out well pays a starting perk for the whole day, on top of the others.
    • The yard. A new button on the title opens the home Kolobok rolled away from: the stove, the bins and the porch. The stove burns logs and cools over a day; a warm stove sends Kolobok out with a warm crust for the first minute. In the stove you bake his crust — five colour sets: Foxy for beating the Fox, Night for Baba Yaga, Honey, Rye and Golden for Danger 1, 3 and 5 — each from supplies.
    • Supplies — flour, logs, honey, raspberries, poppy — are gathered on a run and reach the bins only if Kolobok rolls back home. One that gets eaten is picked over by the magpie: half arrives. Rolling home finally pays.
    • The Danger ladder. Beat a boss on Forest or Thicket and Danger 1 opens on the title: the same ten waves, but the animals are faster and meaner, the bosses tougher, and the window to ram them after a pounce or a sweep shorter. Every win on a rung opens the next, up to Danger 5, and each rung has an achievement of its own. Anyone who has already beaten the Fox starts with rung 1 open.
    • The pause, the results and the leaderboard say which rung a run was played on.
    • On Yandex Games your progress now travels with you: records, achievements, the animal tally, the daily table, your name and starting perk are saved through the platform and come back on another device when you are signed in. Settings stay on the device.
    • Winter no longer falls in a single frame: the snow settles over a few seconds, and a wave before it Kolobok warns that winter is coming.
    • Kolobok sings: the first animal of each kind you smash in a run adds a line to the song, and the victory screen sings the whole couplet.
    • The steering help is now yours to set, on the More tab: auto, always, or off. Auto keeps it on with a finger, keeps it for keys and gamepads until wave 5 and then lets go with a word — and once you have beaten the Fox, a keyboard run starts without it.
    • The daily run pays: reach wave 3 in it and the perk of the day — the same one for everyone, picked by the date — joins every ordinary run for the rest of the day, on top of your own starting perk. The title says which perk is on offer today.
    • The death screen keeps score with the forest: every animal you met this run, smashed against bitten — «Wolf 3 : 1» — with your all-time tally beside it.
    • The next goal is always in sight: the title and the death screen name the achievement you are closest to and how far you got, one tap from the full list.
    • The leaderboard asks for your name at the moment it matters — your first win, or a run that would make the weekly top 20 — once, right on that screen; the run you just finished joins the table with it.
    • Kolobok looks angry when he smashes, not scared.
    • Kolobok speaks Turkish. The whole game — menus, cards, cries, the story — is now in Türkçe as its eighth language; the switcher is on the More tab, and a Turkish browser gets it on the first visit.
    • On a phone, lifting your finger now brakes: the ball still carries its speed into a smash, but it no longer slides away on its own — except on ice, where sliding is the point. A resting thumb no longer counts as a direction.
    • On the last few pixels before an animal that is almost in your path, Kolobok leans into it: a near miss above smash speed becomes a hit. It works with every control, but it is the phone that needed it.
    • The run opens differently. One slow hare sits right in front of the house, ringed in gold, and nothing else comes out of the forest until you have smashed it — ten seconds at most. The first upgrade card comes after six hares instead of eighteen and the second after sixteen; from the third level on the pace is what it was.
    • A first-time player cannot lose the first wave: for forty seconds a bite stops at a third of your health instead of going through it. Returning players keep their honest first wave.
    • The Tale is gentler on waves 2–3: wolf packs start arriving twenty seconds later and come less often.
    • Baba Yaga has been redrawn: a kerchief over grey hair, a hooked nose, a pale apron and a hand on the rim of the mortar. The fight and its timings are the same.
    • The leaderboard shows everyone in one table, with the difficulty each run was played on written beside it. The separate tables per difficulty are still there, switchable in place, each with its number of runs.
    • And the stove burns it out of you. Warming up at home now clears venom outright: one more reason the trip is worth it, and the only cure in the forest.
    • Winter ends. It comes at wave 15 as before, holds for eight waves and then thaws — the snow goes, the grip comes back, the hares come out — and returns every eighteen waves after that. A long run now sees both seasons more than once.
    • Baba Yaga takes every twentieth wave. She is not a bigger Fox: she flies in a mortar, and a rolling loaf cannot reach what is in the air — smashes barely scratch her up there. She throws the pestle at where you are going, whistles up magpies as her health drops, and every so often comes down in a broom sweep that knocks you off your feet.
    • Those seconds after the sweep, while she is on the ground, are the fight. That is when she can be hit properly, and that is the whole rhythm of it: survive what she throws, punish what she lands.
    • The Fox still owns waves 10, 30, 50 — so the two of them alternate, and each return of either is stronger than the last.
    • The water freezes. In winter rivers and ponds turn to ice: nothing soaks in and nothing drags, so a frozen river is the fastest road in the forest — and the one where you have almost no say in where you are going. Butter makes ice worse, not better: grease on ice is exactly as helpful as it sounds.
    • And the ice has a limit. A heavy Kolobok at speed goes straight through it: soaked, stuck for a moment, and the warm crust gone.
    • Two coatings now answer to the elements. Grease burns — the more Butter Coating you carry, the more fire takes off you, and the Fireproof Glaze does not cover it, because the glaze protects the dough and not the oil on it. A warm crust, on the other hand, is baked: get wet and it goes soft several times faster.
    • Winter empties the pantry as well: hedgehogs hibernate the way bears do, and the berry thickets hold nothing under the snow — they still slow whatever walks into them, but they feed nobody.
    • Bears sleep through the winter. Once the snow is down none of them are out hunting — instead you come across one lying in it, snow on its back, breathing slowly. Roll around it and nothing happens at all.
    • Or do not. A smash on a sleeping bear lands for double, and then it is awake: faster and harder-hitting than any bear you have met, for the rest of its life. Finishing what you started has an achievement of its own.
    • Winter comes to the forest. Survive to wave 15 and the snow goes down: the ground turns white, the trees carry snow, the puddles freeze over — and the grip goes with it. Kolobok pushes off less and brakes far less, so every corner has to be planned earlier.
    • The winter forest is hungrier, too: hares keep to their burrows and the wolf packs come a head bigger.
    • And the game now shows you what changed while you were away, once, on your way in.
    • A magpie has moved into the forest. It is not after you — it is after the crumbs you have not picked up yet: it flies straight in, takes a beakful and leaves with it. Knock it out of the air and everything it was carrying falls back to the grass.
    • And a viper lies in the grass. It does not chase: it waits, coiled and easy to miss, and strikes when you come too close. Its bite keeps working after it lands — the first damage in the game a dash cannot outrun.
    • The forest has two more places worth a trip. A windmill grinds a handful of flour into crumbs for you — its sails turn while it is ready and hang still once it has been used — but the grinding is heard across the forest, and whatever hears it comes to the mill.
    • A woodpile gives you a log. Carry it home and the stove fires whether or not it has cooled down, and burning fresh wood undoes a step of over-baking.
    • Leaderboards. Two tables: the best run of every player over the last seven days, and today’s daily run. Open them from More → Leaderboards, type a name once, and your next run joins. After a run the game tells you where you landed.
    • The run has a stated goal now. The HUD counts the waves left until the Fox arrives, says when she is here, and after she falls counts down to her return. A first run opens by naming the goal instead of dropping you into an anonymous forest.
    • Your first runs are put in context: the game-over screen tells you where your time lands among other players’ first runs.
    • The stove pays properly now: a full heal and a long warm crust that makes every smash hit harder — and you can see all of it. A ring closes around Kolobok while he warms up, the crust sits in the corner with its countdown, and the ball itself glows while it lasts.
    • The price is visible too. Fresh bread can be smelled across the forest: for a few seconds after you warm up, animals appear around the house and walk to the door. And the yard is no longer a sanctuary — nothing was ever born inside it, at any point in a run; now that shelter fades away by wave 5.
    • Baking again before the oven has cooled is worth half as much each time. Go and roll for a few waves and it bakes in full again.
    • Pause is for stepping away: the run clock stops, the pause screen says so, and after a long break three seconds are counted out before the forest starts moving again.
    • A run can now end because you decided so. Beat the Fox, then roll all the way back to your house: a prompt appears at the door and finishes the run there. Coming home is its own ending, with its own achievement.
    • Every time the Fox goes down — her first fall and every return after it — the victory screen asks again: roll on, or finish here.
    • The Crumb Magnet now does something you can see: crumbs within a wide radius crawl toward Kolobok on their own, faster and from further away with every level.
    • The house says what it is for. At the start of a run a line at the door explains the stove, and once the stove is hot a marker at the edge of the screen shows the way home with the distance — the hut itself, not one more arrow.
    • Animal cries are readable now: half again as large, on a dark plate, they hold still for a second and a half before fading, and a small arrow beside the word points at the animal.
    • Butter Coating is about the grease, not the water: bites slide off far more often, from the very first level.
    • Fireproof Glaze makes you immune to fire straight away, and at its second level a campfire bakes you a warm crust that hits harder.
    • Hard Shell now shows what the crust ate: swallow half a bite or more and the number appears above the damage.
    • Sugar Rush reaches the same top speed in three levels instead of five.
    • The house Kolobok rolled away from now stands where every run begins, with a fenced yard the first seconds happen in.
    • Warm up at its stove for two seconds, once every two waves: you dry off, take some health back and get a warm crust that hits harder for ten seconds.
    • But the stove is heard. For seven seconds afterwards the wolf packs come twice as often, so going home is a bet and not a safe room.
    • The forest is now something you can use. Rabbit burrows burst with five slow rabbits when you roll over them: an easy combo on demand.
    • Raspberry patches slow animals to a crawl and feed you crumbs; a bear that walks in stops to eat and forgets you.
    • Deadfall logs block the animals but only slow you down; a tree stump launches you into a leap that lands as a shockwave.
    • Beehives: smash the tree and the bees chase the nearest animal. A bear will leave you alone and go for the honey.
    • Plank bridges cross the rivers: dry for you, still deep water for everyone chasing you.
    • Animals you cannot see now announce themselves: a howl, a growl, a yip or a snort appears at the edge of the screen in their direction.
    • In fog you hear them from further away — the rustle you were told to listen for.
    • Things now lie on the ground: a hot pie heals, sour cream lets you glide over water, poppy seeds turn every hit into a critical, a rolling pin doubles your next dash, and a pile of crumbs is a level in one bite.
    • Nothing comes back where you already took it, so the forest is worth walking. An arrow points at the nearest pile of crumbs.
    • Two new achievements: ten finds in one run, and rolling far from home.
    • The Tale is gentler: smaller packs, and the first bear arrives a wave later.
    • The title screen is now four tabs: Play, Story, Controls and More. Fewer buttons at once, and the story is one tap away.
    • On the title, arrow keys or the gamepad bumpers switch tabs.
    • Gamepad support: left stick or D-pad to roll, A / B / bumpers / triggers to dash, Start to pause, Select to mute, X on the title for the daily run. Every screen answers A (roll, roll again, pick the highlighted card, resume) and B (back to the title). Level-up cards can be highlighted with the D-pad or the arrow keys. A hint line appears on the title while a pad is connected.
    • Daily run: a second button on the title. Everyone in the world gets the same forest and the same wave twists for the day (Forest rules). Your attempts today are listed on the game-over and victory screens, the best one on the title.
    • Starting perks: five achievements now unlock a perk (Shell for smashing a bear, Sugar for an 8x combo, Magnet for surviving 5 minutes, Yeast for smashing a fox, Butter for getting soaked). Pick one on the title and start the run with that upgrade at level 1. The achievement list says which ones unlock a perk.
    • Raisin now also counts the crumbs dropped right under you.
    • Three upgrades that change a rule instead of a number, offered from level 4 in their own gold-violet cards, one level each. Loaf: a hit that would drop you below a quarter of your health becomes a scalding puff and heals you instead, once per 75 s. Raisin: while your combo is 3 or more, every crumb on screen flies to you and is worth an extra XP. Crust: hold a direction from a standstill and you launch at top speed at once, above the smash threshold; it also snaps a snare.
    • Achievement: New Rules.
    • Wave modifiers: every fourth wave from the 4th comes with a twist, announced in the wave banner. Fog: you only see what is close and animals charge from within sight. Downpour: everything is wet and slow, and Kolobok soaks up water even on dry land. Rabbit rush: rabbits everywhere, faster and richer in crumbs. Hush: fifteen quiet seconds, then a double surge. Never on a Fox wave; in the Tale they start at wave 8.
    • Two achievements: Through the Fog and After the Silence.
    • Two new animals from wave 4. The hedgehog waddles in softly but curls into a ball of spines when you come in fast: smashing the ball hurts you back (Shell softens it, your own Spikes halve it). Approach slowly or wait it out. The boar paces around you, then charges in a straight line straight through the trees, shaking them as it goes; rocks stop it, and the skid after the charge is your moment.
    • Two new achievements: Boar Down and Soft Belly. Colour marks for the new animals: a star and a hexagon. In the Tale both arrive one wave later.
    • A Story page on the title screen: how the tale goes, how Kolobok got into this forest and what lies ahead. New players read it once before their first roll.
    • A gentler first minute: the opening rabbits hop slower, the speed gauge says what it is for until your first smash, a slow bite calls out "FASTER!", and on phones a pulsing ring shows where to drag. New players start in the Tale; an early defeat in the Forest offers the Tale in one tap.
    • Three difficulty levels on the title screen: Tale (gentler bites, fewer animals, a weaker Fox), Forest (the game as it was) and Thicket (bites hurt hard, tougher animals, packs bite fast, a stronger Fox). The choice applies to the next run.
    • Best runs are kept per level; your earlier record counts as Forest. The Fox achievements are awarded on Forest and Thicket, and beating her in the Thicket earns a new one.
    • Bites hurt again: the breather after a bite is shorter, so a pack is more dangerous than a lone wolf, and Yeast regeneration pauses for 3 seconds after any damage.
    • The Fox stays on your screen: she circles closer and never beyond the edge of the view, even on a phone held upright. After every pounce she stops to catch her breath for a moment: that is when you ram her. She is a little slower and telegraphs her pounces longer.
    • The tale gets its ending: at wave 10 the Fox arrives. She circles out of reach, lays snares, feints and pounces, calls for help when hurt, and near the end she sings: stop to listen and she has you. Keep rolling.
    • Beat her and the tale is rewritten: a victory screen with your run, then a choice to roll on into the endless forest, where the waves grow harder faster and the Fox returns every 10 waves.
    • Three new achievements for the Fox and the endless forest. The game-over screen remembers when the Fox was beaten in that run.
    • Butter Coating has a second job: a greasy crust lets 15% of bites per level slide right off.
    • Gentler start: fewer animals in the first minute and wolves arrive a little later. Levels come slower after the first few, so you spend more time rolling and less time in menus.
    • Hard Shell, Butter Coating and Fireproof Glaze reworked: the shell now takes a flat bite off every bite, butter keeps you dry for a moment in water and dries you faster, and the glaze lets campfires bake you light faster.
    • Speed gauge shows your current speed and the smash threshold as numbers.
    • Wolf packs: every fifth pack has a bigger leader with double health whose howl speeds the pack up for a moment.
    • 20 achievements, saved on this device, with a list on the title screen.
    • Phones: on-screen pause and sound buttons, touch control hints, a tip to rotate the phone, and a HUD that fits portrait and low landscape screens.
    • Accessibility: a reduced-motion setting (no camera shake, hit-stop or flashes) and shape marks over animals, on the title and pause screens.
    • Weight physics: Kolobok's size, acceleration, coasting and top speed now follow his mass. Heavy Crust makes him bigger and heavier (+25% per level), harder to knock back and able to smash at lower speed, but slower to start and stop.
    • Water soaks into the dough: up to +50% weight while wet, dripping off over a few seconds. Fire steams the water off and then bakes the dough lighter: up to -30% weight, faster and nimbler but weaker hits.
    • Weight readout left of the speed gauge (blue = soaked, orange = dried).
    • The game has an icon for the phone home screen.
    • Menus scroll on small screens; compact layout for phones.
    • Language switcher on the title screen: English, Русский, Deutsch, Français, 中文, 日本語, Español.
    • Your language choice is remembered.
    • Dash burst on Space / Shift (second finger on touch), 3 s cooldown; breaks fox snares.
    • Pack bowling: every smash shoves the animals crowding the one you hit.
    • Wolves are lighter and weaker, packs smaller and rarer; a full-speed hit kills a wolf through wave 5. Softer wave scaling.
    • Music and sounds stop when the tab is hidden or the phone screen turns off.
    • First release: momentum rolling, smash combat, rabbits, wolf packs, bears and the fox.
    • Infinite procedural forest with rivers, puddles and campfires.
    • 14 upgrades, endless waves, synthesized audio, touch controls.