An elastic goalkeeping game
Coming soon
Rubber KeeperStretch to save. Mind the rebound.
Your keeper is a rubber band with a glove at each end. Pin one glove, drag the other across the goalmouth and survive 90 seconds of shots with fewer than five goals. Stretch long to cover more of the goal, but a taut band fires the ball back fast, and a big save can send it straight to a waiting striker.
Android phones, tablets and TV · iPhone and iPad in development
Coming soon. It is not on any store yet.

The way it plays
One band. Two gloves.
Seen from above, your goal sits at the bottom of the pitch. One glove is the anchor; with one thumb on the glove pad beneath the goal you move the other, and the band between them blocks the ball. A stretch meter shows how taut the band is, with a clear limit. A slack band catches softly; a taut one sends the ball back fast in the direction the band faces, so the angle you hold at the moment of contact aims the rebound. Clear it past the safe arc drawn on the pitch to score.
- 01
Anchor and stretch
Tap a glove to make it the anchor, anywhere along the goalmouth; close to a post it snaps to the post. Drag in the glove pad to move the free glove, and double-tap the pad to switch which glove is anchored. The pad sits below the goal, so your thumb never hides a shot.
- 02
Catch or clear
A compact band can catch a soft shot and hold it for a moment. A stretched band covers more of the goal but fires the ball back hard. A rebound cleared past the safe arc and a catch are both controlled saves, and the clearance scores more. A save that is intercepted, struck again, left loose, sent wide or turned into your own net is a desperate save and scores nothing.
- 03
Read the shot
Each shooter winds up with a badge for the kind of ball, never the aim: Placed, Driven, a Curler that bends or a Knuckler that wobbles. Poachers stand in the rebound lanes with their reach drawn around them, and a shooter can strike a rebound that comes straight back.
- 04
Split saves
Some shots arrive in pairs. Stop both with opposite ends of the band and control them both for a split save, worth a bonus and the moment your match highlight looks for.
- 05
Training, League and turns
Twelve Training drills each teach one pattern, and all twelve are open from the start. The League has three divisions of six matches; win every match of a division to open the next. Two to four players can take turns on one device, each playing the same full match, ranked by score. Today’s match gives everyone the same new match each day: this version includes the first 14 days, and more arrive in updates.
- 06
Drills for a friend
Your match’s highlight becomes a short clip made on your device. Share sends it with a drill link of five shots from your match: your friend learns the anchor switch, faces the same five shots, sees their result beside yours and is invited to play the full match.
Inside Rubber Keeper
Artwork and an early prototype illustration for an unpublished game. Real gameplay captures will replace them before release.


At your own pace
Made for ninety focused seconds
Rubber Keeper works offline and needs no account. Progress stays on your device. Sound, haptics and quiet motion can be adjusted in the game; quiet motion stops the camera shake and the net ripple without changing any match. Match pace slows every match to three quarters or half speed, with an assisted mark on the result, and on-screen arrow, Stretch, Compact and Switch buttons can be shown under the glove pad. On Android TV, the D-pad moves the glove, Select switches the anchor and Back pauses. The game is for ages 13 and up.

