Levelhead APK (Unlocked FULL GAME)
Butterscotch Shenanigans
Oct 8, 2026
620 MB
100.0.121
Varies with device
Description
Levelhead hands you a GR-18 delivery robot, one package, and more than 90 campaign Levels built to test every jump you make. New Employees on Android who keep losing runs in sawblade rooms, or who publish a Level and watch it sit at zero plays, get working fixes for both problems here. The single biggest early win is simple: every Level you play earns Exposure Bucks, and that currency is what pushes your own creation up the Marketing Department charts.
How to Play Levelhead: GR-18 and the Package Delivery Loop
Levelhead is a 2D platformer maker where you guide nothing but your own thumbs: you steer GR-18, find the package in each Level, and carry it to the exit. To play, you run and jump through hazards, grab the package, and deliver it, then build your own Levels in the Workshop.
That loop sounds small, yet it shapes everything. The package changes how you move, what you can throw, and how risky each jump feels. Butterscotch Shenanigans, the studio behind Crashlands, built the whole game around that one delivery idea.
It launched on April 30, 2020 on Android, iOS, PC, Xbox One, and Switch on the same day. Because of cross-save, a run you start on your phone can finish on a console. The setting, the rivals in the genre, and the platform choice all matter before your first jump.
How GR-18 Carries the Package to the Exit
Every Level starts the same way. You spot the package, reach it, and pick it up with GR-18. Then the real test begins, because you now need to reach the exit while holding it. Drop it in a pit and the delivery fails.
I found the carry rule changes my habits fast. Jumps I would take empty-handed suddenly feel tight. However, the package is also a tool. You can set it down, throw it across a gap, and pick it up again on the other side.
The Bureau of Shipping Setting and Its Humor
The Bureau of Shipping calls itself the galaxy’s top package delivery company. You play a new Employee in the Levelhead Division, and your job is training GR-18 for every delivery scenario. Even the word Level is a joke acronym for “Limited Exercises for eValuating employEe Limitations.”
The corporate satire runs through menus, Level names, and the voice that yells “EMPLOYEEEEEE!” at you. It never gets in the way of the platforming. Instead, it gives a lighter tone to Levels that can get very hard.
Levelhead Compared With Geometry Dash and Growtopia
On Android, the closest rivals are Geometry Dash and Growtopia. Geometry Dash shares the user-generated content angle, with players building and sharing stages. However, its stages auto-scroll to music, while this game gives you full control of a robot that walks, jumps, and carries things.
Growtopia also lets players build worlds, but it leans toward a social sandbox with trading. By contrast, Levelhead focuses on tight platforming and curated sharing. It also costs a one-time $6.99 on mobile, so there is no energy timer or shop pressure.
Levelhead on Android vs Switch, Xbox, and PC
The Android version cost $6.99 at launch, and Google Play Pass members got it included. On Switch, the eShop price was $19.99. Your save, your published Levels, and your Followers move between all of them, thanks to cross-save and cross-play.
Touch controls change the experience the most. For building, a touchscreen feels natural, and reviewers on Switch also preferred touch for the editor. For hard precision jumps, though, I still prefer a controller, so I build on my phone and play the brutal stuff on a bigger screen.
Levelhead Controls: Run, Jump, Grab, Throw, and Powers
GR-18 moves with four core actions: run, jump, grab, and throw. Those four inputs, plus whatever powers a Level hands out, cover every challenge in the campaign and in user-made Levels.
The small move set is deliberate. Reviewers noted that limiting the robot mostly to jumping and grabbing keeps Level design focused. As a result, a creator cannot hide a bad Level behind complex controls, and you always know what your robot can do.
Movement feels quick and snappy, which matters on a phone. Sawblades, spikes, and fireballs punish late inputs. In addition, powers can change how GR-18 travels, and the end of every Level feeds straight into the leaderboard.
Touchscreen Running and Jumping With GR-18
On Android, you run and jump with on-screen buttons. Short taps give small hops, and longer holds carry you farther. The difference matters most in spike corridors, where a full jump can send you into a ceiling hazard.
Next, I suggest you keep your thumb resting on the jump button rather than lifting it high between presses. That small change cut my reaction time in fireball rooms. Also, phone players should turn off any battery saver that lowers the frame rate during long sessions.
Grabbing and Throwing Boxes, Items, and Enemies
GR-18 can grab boxes, items, and some enemies, carry them around, and throw them. This sets the game apart from most platformers. A crate becomes a step, a shield, or a weapon depending on where you throw it.
Many puzzle Levels hinge on this. For example, you might need to throw a box onto a switch while you hold the package. Because you can only hold one thing at a time, the order of what you carry decides whether the puzzle works.
Powers That Change How the Robot Moves
Powers appear inside Levels and change how GR-18 behaves for a while. Some let you travel farther, and some help you deal with enemies. Creators can place these same powers in their own Levels from the editor.
The trick is timing. Grab a power too early and it may run out before the section that needs it. I now look at the whole room first, then pick up the power only when the hard part sits right in front of me.
What Happens When the Package Reaches the Exit
Once GR-18 drops the package at the exit, the Level ends and your time and score post. In the campaign, that run is measured against benchmark times. In user Levels, it lands on that Level’s leaderboard.
Each clear also feeds the Level creator. Your completion adds to their Play Time and Attempts stats. Meanwhile, every Level you finish earns you Exposure Bucks, so even a failed speedrun attempt still has value.
How to Clear the 90+ Level Training Course Campaign
The Training course is a single-player campaign of more than 90 hand-designed Levels. You clear it by delivering the package in each Level, which opens new stops on the galaxy campaign map and introduces new hazards, enemies, and powers one at a time.
Treat the campaign as your schooling for the editor. Reviewers pointed out that it presents each gimmick in context before you ever place one yourself. Therefore, playing it first makes your own Levels better.
The campaign also hides extra goals. Benchmark times give you speed targets, Avatars unlock as you go, and up to 4 players can join in co-op on platforms that support it. These Levelhead tips all start with one rule: finish a world before you rush the next one.
Working Through the Galaxy Campaign Map
The campaign sits on a galaxy map, with Levels grouped in themed sets. Snowy stages, rainy forests, and caverns full of saws each bring their own hazards. You move forward as you clear deliveries.
Some Levels end with a boss fight. One standout pits GR-18 against a robotic shark in a snowy arena. These fights test everything the nearby Levels taught, so a boss loss usually points to a skill from earlier in that set.
Benchmark Times and Speedrun Goals
Each campaign Level carries a benchmark time. Beat it and you prove you can run the Level clean. Missing it costs you nothing, so treat it as a second goal.
I clear a Level once to see the layout, then come back for the time. Then I cut corners, like throwing the package ahead over a gap instead of carrying it. Speed routes often look nothing like the safe route.
Unlocking New Avatars for GR-18
Avatars unlock as you work through the campaign. They change how your robot looks to you and to other players on leaderboards. They do not change how GR-18 plays.
That means Avatars are pure style. Still, they act as a nice progress marker. Seeing a new Avatar pop up tells me I’ve cleared a meaningful chunk of the Training course.
Co-op Campaign Runs With Up to 4 Players
The game supports up to 4 players in local co-op. Everyone controls a robot, and the group shares the delivery job. It turns hard Levels into loud, funny chaos.
On a phone, co-op is awkward, since one screen fits one pair of thumbs. So I treat co-op as a Switch, Xbox, or PC feature. Thanks to cross-save, campaign progress made in co-op still follows you back to Android.
How to Build Levels in the Levelhead Workshop Editor
You build Levels in the Workshop, the game’s level editor, by placing items on a grid and testing them as you go. It offers hundreds of items, including enemies, hazards, paths, programmable switches, secrets, weather, music, and powers, so one editor covers puzzles, races, and boss stages.
The editor supports far more than classic side-scrollers. The store listing mentions pinball machines, boss rushes, and relaxing musical contraptions. In practice, the limit is your patience with switches and paths.
It also respects how mobile players build. Unfinished Levels back up to the cloud, and you can move them between devices. Friends can even build a Level together with you.
Placing Enemies, Hazards, and Paths
Start with the floor, the package, and the exit. Then add enemies and hazards like sawblades, spikes, and fireballs. Paths let you set blocks or hazards moving along a route, which turns a static room into a timing test.
I keep my first room simple. One moving saw on a short path teaches the player more than five random spikes. Also, place each hazard where the player can see it before they need to react.
Programmable Switches, Secrets, and Weather
Programmable switches link actions between objects. A switch can open a door, start a path, or change a hazard. This is where puzzle Levels come alive, because the player must work out what each switch controls.
Secrets let you hide bonus areas, and weather changes the mood of a Level. Rain in a forest stage, for example, sets the tone before any hazard appears. I use weather and music to signal when a Level shifts from calm to tense.
Pinball Machines, Boss Rooms, and Music Levels
Some of the most played user Levels are not standard platformers. Players build pinball tables, boss gauntlets, and music scenes where the robot triggers notes as it moves. The editor handles all of them with the same toolset.
A music Level makes a great first project. It is low stress for players, and it teaches you how switches and paths line up. Next, a short boss room is a good step up, since one arena is easier to balance than a long course.
Cloud Backup and Building With Friends
The game backs up your unfinished Levels to the cloud. You can start a build on Android, keep going on a PC, and publish from Switch. That flexibility is rare among mobile Level builders.
Friends can also join the editor and build at the same time. Shared building is fast for big projects. However, agree on one person to test the final route, since several hands can break a puzzle without noticing.
How to Get Followers in the Levelhead Marketing Department
You get Followers by publishing Levels, earning plays in the Marketing Department, and boosting them with Exposure Bucks. Every new Level lands there first, and players who enjoy it can follow you, so newcomers can gain an audience without already being famous.
The Marketing Department is the game’s answer to a common problem in creator games. In most of them, new Levels vanish under thousands of uploads. Here, playing the game itself earns the currency that pushes your work up the charts.
Your published Level shows Play Time, Attempts, and Followers. Those numbers tell you how players react. The best Levels then graduate to the Tower, the curated hub where popular work gets featured.
Publishing a L.E.V.E.L. and Reading Play Time and Attempts
To publish, you must finish your Level in the Workshop and send it out. It then goes live for players on every platform. From that moment, its stats start to climb.
Read the Attempts number closely. A Level with many Attempts but few clears is likely too hard for its spot on the charts. In my experience, those Levels stall in Marketing, while Levels with steady clears build Play Time and Followers.
Earning, Tipping, and Boosting With Exposure Bucks
Exposure Bucks are the game’s currency. You earn them by playing Levels. Then you either tip them to other creators or spend them to boost your own Levels higher on the charts.
The achievement list shows the scale involved, with goals at 10,000, 50,000, and 100,000 Exposure Bucks for tipping and boosting. That tells me the economy expects you to play a lot of user Levels. The fastest route to an audience, then, runs through playing, not just posting.
Graduating a Level From Marketing to the Tower
Levels that perform well leave the Marketing Department and graduate to the Tower. The Tower holds the best player-made Levels, and it is where most players go for quality content. Getting there is the real goal for a creator.
Achievements track graduation at 1, 5, 10, 25, 50, 75, and 100 Levels. Even one graduated Level is a solid win. I aim for a clear, fair Level with a good hook, then boost it once it starts getting clears.
How Levelhead Progression, Jems, and Bugs Work
Progression in Levelhead runs on two tracks: campaign completion in the Training course, and creator growth through Followers and Tower graduations. Jems and Bugs are the campaign collectibles that reward careful players who search every corner.
Most new players focus only on reaching the exit. However, the campaign tracks more than finishes. Jems and Bugs sit in hidden spots, and achievements reward collecting them.
This gives the campaign real replay value. A Level you cleared in two minutes can hide a Bug you missed entirely. Because your progress syncs through cross-save, you can hunt them on any device.
How Training Course Progress Builds Your Star Employee Status
Each campaign Level you clear moves you up as an Employee of the Levelhead Division. The game frames this as becoming a star employee. In practice, it means more Levels, more hazards, and more Avatars.
Your milestones stack in layers. First you clear the Level, then you beat its benchmark time, then you collect everything inside it. Each layer is a separate reward, so you can pick the one that fits your mood.
Where Jems and Bugs Hide in Campaign Levels
Jems and Bugs hide off the main path. They sit behind secret walls, above tricky jumps, or in rooms that need a thrown box to reach. Often you must set the package down to grab them.
I look for spots where the Level seems to waste space. A dead end or an odd gap usually hides something. Similarly, a lone platform far above the route is a strong hint that a Bug waits there.
What Full Bug Collection Rewards
Achievements mark 50% and 100% Bug collection across the Bureau’s training program. A separate achievement covers collecting all the Jems. These goals push you to replay almost every Level.
Full collection is a long project. Still, it pays off in skill. By the time I had half the Bugs, my throws and jumps were much sharper, and that showed in my Tower Trial times.
How to Win Tower Trial Trophies and Leaderboards
The Tower Trial is a set of daily Level challenges with leaderboards for both scores and completion times. You win trophies by posting the top time or score, and every published Level also has its own leaderboard with a trophy for first place.
Competition gives the game a third reason to play, after the campaign and the editor. Players fight for trophies on the daily Tower Trial and on any Level in the game. Holding a trophy feels great, until someone takes it.
The Tower itself also sorts Levels by difficulty. Clearing a Level in the highest bracket earns its own achievement. So the competitive side rewards both speed and raw skill.
Daily Tower Trial Challenges
The Tower Trial picks Levels for daily challenges. Everyone plays the same Levels, so the leaderboard is a fair race. Fresh challenges keep returning players busy.
Achievements track Time trophies earned in the Tower Trial at 1, 5, and 20 trophies. I run a challenge once for safety, then push for time. The leaderboard rewards clean routes, not risky ones.
Time and Score Trophies on Every Level Leaderboard
Every Level in the game has a leaderboard. Top the time board or the score board and you hold that trophy. Rivals can take it at any moment.
That design makes small Levels worth replaying. A quiet Level with few players is the easiest place to win your first trophy. Then, as your routes improve, move to busier Levels.
Difficulty Brackets Inside the Tower
The Tower groups Levels into difficulty brackets. This helps you find Levels that match your skill. It also helps creators see how players rate their work.
Beating a Level in the highest bracket earns an achievement. Those Levels are brutal, with tight jumps and fast hazards. I only tried them after finishing most of the campaign, and I still failed many times.
Common Levelhead Mistakes That Sink New Creators
Most published Levels fail for three reasons: they are untested, they ignore the Exposure Bucks economy, or they get lost because a mobile builder skipped cloud backup. All three are easy to fix once you spot them.
New creators often think a great idea is enough. However, players judge a Level in its first ten seconds. A cheap death at the start pushes them to quit, and that shows up in your Attempts stat.
The Marketing Department also punishes passive creators. If you never play other Levels, you earn few Exposure Bucks to boost your own. Meanwhile, players who stay active climb faster with the same quality of work.
Publishing a Level You Never Cleared Yourself
The editor makes you finish your own Level before publishing. Still, a single clear is not enough. A route you know by heart may be unreadable to a stranger.
I test every Level at least three times after any change. Then I hand my phone to a friend and watch them play without help. Their first death tells me exactly which hazard needs fixing.
Saving Exposure Bucks Instead of Playing and Tipping
Some creators save every Exposure Buck for a big boost later. That approach slows them down. Boosts work best on a Level that already gets clears, not on a brand new one.
Tipping matters too. When you tip good Levels, you support the creators who might follow you back. As a result, the community side of the Marketing Department grows your audience along with your stats.
Building on a Phone Without Cloud Backup
Phones break, get replaced, or run out of storage. A Level that lives only on one device can vanish. The game’s cloud backup solves this, but only if you use it.
I back up a build after every long session. Also, cross-save lets me open the same Level on a PC when I need precise placement. That habit has saved me hours more than once.
Best Levelhead Tips and Tricks for Beginners
The best beginner skill in Levelhead is treating the package as a tool you can throw, drop, and use, not just carry. Pair that with patient collectible runs and careful hazard reading, and both the campaign and Tower Levels get far easier.
These Levelhead tips come from many failed deliveries. The robot dies fast, and Levels expect quick reactions. Yet most deaths come from rushing, not from slow fingers.
Each tip targets a specific part of the game. One focuses on the package, one on Jems and Bugs, and one on sawblade sections. Together, they cover the biggest walls new players hit.
Use the Package as a Tool, Not Just a Goal
The package is not glued to your hands. You can throw it across a gap and jump after it, which lets you clear jumps that feel impossible while carrying. Many speed routes rely on this.
You can also set it down to grab a box or flip a switch. Because GR-18 holds one thing at a time, you often need to juggle. Plan the order before you move, and fewer runs end in a pit.
Chase Jems and Bugs on a Second Run
Don’t try to grab everything on your first clear. The first run is for the route. On the second run, you know the hazards and can focus on hidden corners.
This split also helps benchmark times. A Level cleared for collectibles teaches you safe spots to rest. Then, on your third run, you skip those spots and go for speed.
Survive Sawblade Gauntlets Before Chasing Benchmark Times
Sawblade rooms kill more robots than anything else in the early campaign. Watch one full cycle of each blade before you move. Most gauntlets have a safe rhythm that repeats.
I count the beats out loud on hard rooms. It sounds silly, but it works. Once the room feels safe, then you can push for a faster time.
Frequently Asked Questions About Levelhead
Is Levelhead available on Android?
Yes. Levelhead is on Google Play as a one-time purchase, and it was also part of Google Play Pass at launch, so subscribers can play without buying it separately. It supports 11 languages, including Japanese, Korean, Russian, and Brazilian Portuguese, and your saves move freely to iPhone, PC, Xbox, and Switch.
Is Levelhead hard for beginners?
The campaign starts gently and adds one hazard or power at a time, so new players can keep up. Difficulty rises sharply later, especially in boss stages. For an easier start with player Levels, pick lower Tower brackets first, and save the top bracket until your throws and jumps feel automatic.
Does Levelhead still have new levels to play?
Yes. Players publish new Levels all the time, so content never really runs out. Beyond the curated charts, the Tower offers randomly generated playlists that string several player Levels together in one session. That makes it a good pick for short breaks, since a playlist hands you fresh Levels without any searching.
Who Should Pick Up Levelhead on Android
Levelhead suits Android players who enjoy precise platformers and want to build their own Levels. It also fits anyone who likes a one-time purchase over energy timers and ads. After many hours, my honest verdict is that the Marketing Department makes this the fairest creator game I have played on a phone, because effort earns exposure. Start with the Training course, build a small Level, and play other creators’ work every day. That routine turns a new Employee into a creator with real Followers.
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Fixed various Gamepad and Google Play Games issues.















