Sprunki Saving Simon From Lava transforms the familiar music-mixing world of Sprunki into a chaotic physics puzzle where one wrong drag can send Simon plummeting into bubling lava or trigger a catastrophic chain reaction that doms everyone in the room. Created by @NathanVarela, this fan-made rescue game challenges you to navigate Evil Wenda’s trap-filled chamber using only your mouse—dragging ropes, repositioning hanging weights, and deciding whether that tempting red “SELF-DESTRUCT” button is your salvation or your downfall. With 23 distinct endings ranging from clean escapes to spectacular disasters, Sprunki Saving Simon From Lava rewards both careful problem-solving and reckless experimentation, making every failed attempt feel like a darkly comedic discovery rather than a simple game over.
Sprunki Saving Simon From Lava! is an interactive puzzle game where you experiment with physics-like mechanics to rescue Simon from rising lava. The setup is chaotic: you drag objects, trigger chains of reactions, and improvise solutions as the lava climbs.
Each level demands quick thinking and creative problem-solving rather than following a single correct path.
Sprunki Saving Simon From Lava! is a fan-made rescue puzzle where you drag objects and characters around a trap room to save Simon from a lava pit below. Created by @NathanVarela and playable on sprunkisprunked.net, Scratch, Cocrea, and Castle Make and Play, the game replaces Sprunki’s usual music focus with physics-like experimentation. Simon hangs above bubling orange lava while Evil Wenda’s machinery—a hanging hammer, loose weight, rope, and a bright red “SELF-DESTRUCT” button—turns a straightforward rescue into a disaster sandbox. Every object can be grabbed and repositioned, and most actions that look helpful can quickly become cartoonishly fatal.
The appeal lies in discovering how many ways the rescue can fail. While a successful attempt leads to the Escape Ending, the game includes 23 endings triggered by bad timing, careless drops, hammer accidents, rope mistakes, and reckless button presses. The gray industrial walls, blue panels, and expressive characters make the scene easy to read even as everything falls apart.
The goal is to move Simon away from the lava and onto safe ground. The challenge is figuring out which objects help and which accelerate disaster.
Note Simon’s position, the rope, platforms, the hanging weight, the wall-mounted hammer, and Wenda’s setup. A rushed first move can drop Simon into the lava before you understand the room.
The rope can be adjusted, swung, extended, or cut. Move Simon toward a platform first, then make riskier adjustments.
Ledges and platforms are temporary safe zones. Park Simon on solid ground before moving a weight, testing the hammer, or manipulating another hazard.
Physics-like reactions can snowball. Pulling several items at once makes it difficult to isolate what caused a failure.
The red button is not the cleanest survival route. Save it for later runs when hunting alternate outcomes.
Lava contact ends an attempt instantly, but failure is part of the design—the game rewards seeing what different sequences trigger.
Keep Simon above the lava. The safest approach is to use the rope to guide him toward a ledge, stabilize the situation, then interact with volatile devices.
The hanging weight, wall-mounted hammer, and “SELF-DESTRUCT” button can alter the scene quickly, but each is a double-edged tool. Triggering one before Simon is safe turns clever disruption into rapid failure.
The clean Escape route is the safest path. Sabotage works best when deliberately testing the room’s stranger reactions.
The main appeal is discovering how many ways the rescue can go wrong. A successful rescue produces the Escape Ending, while bad timing, careless dragging, hammer mishaps, rope mistakes, and reckless button presses can lead to outcomes including Boom Ending, Bonk Ending, Psycho Ending, Danger Ending, and Run Ending.
These results give failure a purpose. A dropped object, an ill-timed swing, or an attempt to disrupt both characters may reveal a different ending instead of merely stopping the game. Community players have joked about trying to “kill both of them” just to uncover another result.
That structure makes two play styles equally valid: carefully pursue the clean rescue, or deliberately cause escalating disasters to map the chamber’s rules and unlock every named outcome.
Enjoy!