Every Geometry Dash Level in Order, With Its Difficulty and Song
Published · 3 min read

Geometry Dash's official campaign is 23 levels long, and it is built as a difficulty curve: each one introduces something, the next one assumes you learned it. Playing them out of order is how people end up stuck at Clutterfunk wondering why the game suddenly got hard. Here is the full list in order, with its difficulty rating, its song, and what it is actually teaching you.
The main 21
| # | Level | Difficulty | Song |
|---|---|---|---|
| 1 | Stereo Madness | Easy | ForeverBound |
| 2 | Back On Track | Easy | DJVI |
| 3 | Polargeist | Normal | Step |
| 4 | Dry Out | Normal | DJVI |
| 5 | Base After Base | Hard | DJVI |
| 6 | Can't Let Go | Hard | DJVI |
| 7 | Jumper | Harder | Waterflame |
| 8 | Time Machine | Harder | Waterflame |
| 9 | Cycles | Harder | DJVI |
| 10 | xStep | Insane | DJVI |
| 11 | Clutterfunk | Insane | Waterflame |
| 12 | Theory of Everything | Insane | DJVI |
| 13 | Electroman Adventures | Insane | Waterflame |
| 14 | Clubstep | Easy Demon | DJVI |
| 15 | Electrodynamix | Insane | DJVI |
| 16 | Hexagon Force | Insane | Waterflame |
| 17 | Blast Processing | Harder | Waterflame |
| 18 | Theory of Everything 2 | Demon | DJVI |
| 19 | Geometrical Dominator | Harder | Waterflame |
| 20 | Deadlocked | Demon | F-777 |
| 21 | Fingerdash | Insane | MDK |
Two more sit outside that run: The Challenge, a short Demon unlocked from the Vault of Secrets, and Dash, added with 2.2, which introduces the swing copter.
What each block of levels teaches
1–4: the cube, and only the cube
Stereo Madness through Dry Out is a tutorial that never says it is one. Flat ground, single spikes, the first ship section, the first gravity portal. If these are hard, the problem is almost always that you are jumping by sight rather than by sound.
5–9: the ball and the first real rhythm
Base After Base introduces jump rings, which is the first mechanic that requires a press while touching something rather than before it. Cycles introduces the ball, the form most new players hate, because the input inverts every time you land. Jumper is where multi-form transitions start coming fast.
10–13: the wave, and speed
xStep has the first wave section. Clutterfunk is the difficulty wall of the whole campaign — not because any one part is brutal, but because it is long, fast and never lets up. Most players who quit Geometry Dash quit here. If that is you, the fix is practising waves on their own rather than dying at 34% four hundred times.
14–17: the first demon
Clubstep is the game's gate. It is an Easy Demon, it requires 10 secret coins to unlock, and it is a genuine step up. Electrodynamix after it is faster than anything before it; Hexagon Force is the prettiest level in the game and a fair one.
18–21: the end
Theory of Everything 2 and Deadlocked are the two hard demons of the official list. Deadlocked in particular is a wall — a long, dense, 3x-speed level with dual sections and a wave finish. Fingerdash is the 2.1 victory lap and is easier on purpose.
What order should you actually play them in?
The listed order, with one exception: skip Clubstep the first time you reach it. It needs coins you probably do not have, and bouncing off it at level 14 makes people quit. Play 15 through 19, come back with more practice and more coins, and it will feel considerably fairer.
Which of these can you play in a browser?
The Lite edition carries most of the first block and rotates others in. The Scratch port covers the early levels with the original music. The spin-offs are a separate list — Meltdown has three levels of its own and SubZero has three more, and both are complete rather than sampled, which makes them a better way to spend an afternoon than replaying Stereo Madness.
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