iPhone & iPad
Pieces that
fit exactly.
Eight by eight. Three pieces at a time. Nothing rotates, so the only question is where a piece already fits.
A daily puzzle everyone plays, a 120-level campaign, and no shop anywhere in it.
Three rules, and that's the lot
There is no tutorial worth ten minutes of your time here. You will have it in about forty seconds.
Drag, don't tap
Three pieces sit under the board. Drag one onto the grid wherever it fits. The tray refills when all three are gone.
Fill a line to clear it
Complete a row or a column and it empties. Do both at once and the bonus more than doubles. Keep clearing on consecutive placements and a streak bonus stacks on top.
Nothing rotates
A piece goes down the way it came. When none of the three fit anywhere, the run is over — so the real skill is leaving yourself room.
Three ways to play it
Same board, same rules, three different reasons to open the app.
The Daily
One puzzle a day, built from the date, identical for everyone playing it. One run, one rescue, one score — which is what makes today's number worth comparing to anybody else's.
Finish it and your streak grows. Miss a day and a banked freeze covers you. Freezes are earned by playing a full week, never sold.
The Campaign
120 levels across 12 worlds, each with its own palette and its own weather. A level ends the moment you hit its target, so a run always knows what it's for.
Fail one and you get another go at the same level. No lives, no timers, nothing to wait for.
Endless
No target. Clear lines back to back and the streak bonus climbs — that's what turns a decent run into a good one.
Break the chain and it's gone. Two rescues per run, and that's the budget.
Twelve worlds
Ten levels each. Long enough that arriving somewhere new feels earned, short enough that you can see the next place from where you're standing.
No shop. No currency. No energy meter.
Every run pays XP whether it went well or not, so a bad session is still progress. Levelling up hands over block palettes and board surfaces, and that is the entire economy.
A currency invites a shop, a shop invites balancing player spending against player patience, and none of that makes a block puzzle better. — from the source, Progression.swift