Sand Roll: how to dig clean paths and feed the hungry ball every time
Published October 7, 2026 · Updated October 17, 2026
Sand RollDig the sand, feed the hungry ballPlay now
The whole trick in Sand Roll is one idea: dig a steep tunnel from the hungry ball down past every critter, and let gravity do the rest. The ball stops on flat sand, so a tunnel that is too level is the number one reason a run stalls. If you have played Hungry Balls or Sand Balls on your phone, the feeling is the same: you drag a finger through the sand, and everything free rolls along the path you made. This guide covers how to plan a tunnel before you dig, how to handle rocks, spikes and side pockets, and how to earn three stars by moving less sand.
What you are actually solving
Each level is a box of striped sand. The hungry ball waits in a pocket at the top with its mouth open, and little round critters sit in pockets in the sand below. The ball eats every critter it touches, and the counter at the top shows how many are left. You win when that counter reaches zero.
You never control the ball directly. You only dig: drag through the sand with a finger, or hold the mouse button and drag on desktop, and the sand you touch is gone. Anything resting on a slope steep enough rolls, and anything on a flat ledge stops. So every level is a small slope-planning problem, not a reflex test, and there is no timer to rush you.
Keep the tunnel steep
The first habit to build is digging one steep tunnel from the hungry ball down past the critters. A steep line keeps everything moving; a gentle line leaves the ball parked halfway down, looking at a ledge it cannot cross. When the ball does stop, the fix is usually one of two things: dig the tunnel steeper, or dig away the ledge it is resting on.
Width matters too. A tunnel that is steep but pencil-thin can still jam, so give it a little room with a slightly wider swipe. A clean line from the ball to the lowest critter, with the other critters sitting along it, usually lets them all tumble down together and the ball collects them on the way.
Rocks, spikes and side pockets
Grey rocks cannot be dug. Do not fight them: bend the tunnel around the rock, and check that the bend is still steep on the far side. A tunnel that curves around a rock but flattens out afterwards will stall the ball just as surely as a flat line would.
Red spikes are the other hazard. A spike pops anyone who touches it, the hungry ball or a critter, and that ends the level. The rule is simple: leave a thick wall of sand between your tunnel and any spike. A careless swipe that opens a hole towards the spikes is how most levels are lost, so slow down near them and finish the swipe before you reach the wall.
Later levels hide critters off to the side in their own pockets. Free them with a short tunnel that slopes back to the main one, and dig it so it joins the main tunnel at a downward angle. A side pocket dug level with the main tunnel will leave its critter sitting where it started.
Earning three stars: dig less
Stars reward tidy digging. To get three, clear the level without moving much more sand than you need. In practice that means planning the whole route before your finger touches the screen: find the lowest critter, find where rocks and spikes sit, then draw one confident line instead of several tentative ones.
There is no undo, because sand you dig away is gone. If a level goes sideways, restart it with the button under the board and try again with a cleaner route. Restarting early is faster than trying to repair a messy tunnel, and a messy tunnel will not give you the stars anyway.
Hints, saves and what to play next
If you are stuck, the bulb shows the tunnel to dig with a moving hand and dots on the sand. A short video tops up your hints. If something gets popped on the spikes, a video can save it once per level: it goes back to where it last sat safe, and the spikes that got it are cleared.
Sand Roll saves your level, stars and hints in the browser and runs on desktop, phone and tablet. When you want a different kind of calm puzzle, Loop Belt is a sorting game where you tap trays and send blocks onto a belt, Ring Twist is a rotation puzzle about freeing rings, and Ten Pop asks you to box the apples that add up to ten.
Loop BeltTap the trays, ride the belt, sort every colourPlay now
Ring TwistTurn the rings, slide the gaps, set them all freePlay now
Ten PopBox the apples that add up to tenPlay nowFrequently asked questions
Why does the ball stop halfway down the tunnel?
Balls stop on flat sand. Dig the tunnel steeper, or dig away the ledge the ball is resting on.
How do I get three stars in Sand Roll?
Clear the level without moving much more sand than you need. Plan one steady line from the hungry ball past the critters instead of digging several short tunnels.
What do I do about rocks?
Rocks cannot be dug, so steer the tunnel around them and keep the slope steep on the far side.
How do I keep critters away from spikes?
Leave a thick wall of sand between your tunnel and any spike. If a spike pops the hungry ball or a critter, the level ends.
Can I undo a dig?
No. Sand you dig away is gone, but you can restart the level any time with the button under the board.
Is Sand Roll like Hungry Balls or Sand Balls?
It plays on the same idea: dig through sand with your finger and let gravity roll everything along your tunnel. Sand Roll is a separate level-based puzzle by crokocat.
Guides & tips
Play it here
- Sand Roll — Dig the sand, feed the hungry ball
- Loop Belt — Tap the trays, ride the belt, sort every colour
- Ring Twist — Turn the rings, slide the gaps, set them all free
- Ten Pop — Box the apples that add up to ten