Hold the Button
Hold the button and don't let go: chase your own best solo, or pass one phone around 2–8 friends and see who lasts longest
🕹️ How to play
- How to start the hold the button challenge: The page opens in solo mode. Put your finger on the big pad and hold — the timer starts instantly and stops the moment you let go. To play with friends, tap "Take turns" at the top, type names (or keep Player 1, Player 2), choose a cap and press Start.
- How the pass-the-phone mode works: The handoff screen says whose turn it is. That person holds the pad while everyone else keeps their hands off and heckles. When the turn ends, tap "Next" and hand the phone over. After the last player the ranking appears: the longest hold is the champion, the shortest is last place.
- How the tiers work: Under the timer you always see your current tier and how many seconds are left to the next one, and the ring around the pad fills up as you go. Tiers change color with a burst: Warmed up at 5s, Steady at 15s, Locked in at 30s, Iron finger at 60s, then Bedrock, Zen mode, Petrified, Legend and Immortal.
- How to play with the moving target: Switch on Moving target and, while you hold, a reticle appears inside the pad. Slide your finger into it before its countdown ring runs out, without lifting. A hit keeps the clock running; a miss ends the turn right there — which is exactly what exposes a cup parked on the screen.
📖 Rules & variants
Basics: hold the pad to start the clock, let go to stop it. Scores are shown to 0.01s. Solo holds are capped at 60 minutes; in turns mode each player has a cap of 30 seconds, 60 seconds (default) or 2 minutes, so no one can stall the party.
Slip grace: if your finger slips off, the pad flashes "Back on!" and you have 300 ms to press again and keep going. You get two rescues per turn; the third release ends it at once. If you don't make it back, the score is the moment you let go — the grace time is not added.
False starts: letting go in under one second is treated as a slip of the hand. Solo shows "Too quick" and counts nothing. In turns mode each player's first false start of a match is voided automatically; the second one counts as a real score.
Interruptions: switching apps, locking the phone or taking a call while holding ends the turn as "Interrupted" at that moment. In turns mode the group can choose "Void & redo" (once per player per match) or "Keep this time". Refreshing mid-hold never creates a score; confirmed scores are kept and the match can be resumed.
Ranking and tiebreaks: longest hold ranks first, identical times share a rank. If two or more players share first place — common when several reach the cap — you can run a tiebreak: only the tied players go again, the moving target is forced on, and the tiebreak times decide the order. Still tied means co-champions. You can also skip it and share the title.
Fair play: only the first finger on the pad counts. Touches elsewhere on the screen or a second finger on the pad are ignored, and the long-press menu, text selection and pinch zoom are blocked. Whether someone used a coin or a cup is for the people at the table to judge — turn on the moving target if you suspect it.
Rematch: "Play again" reverses the finishing order so last place goes first. The device keeps a local record for each cap and shows it on the handoff screen as something to beat; solo keeps your personal best, valid attempts and total time held.
❓ FAQ
⚠️ For entertainment only — keep forfeits sensible. Records and names stay in your browser and are never uploaded.
Last updated: 2026-09-26 · Saved on this device only