No level is impossible
Every level is played by a search before it ships. If a puzzle reaches your phone, a solution exists — losing is a decision you made, not a deal that was never winnable.
Drop a pile on a free tile. Matching pieces come across on their own, what was buried surfaces, and ten of a kind leave the market together. Small board, quiet screen, and the space runs out faster than you think.
Free · No ads · No purchases · Works offline

The depth is not in what you can do. It is in where you put it.
Three piles wait in the tray. Drag one onto any empty cell. That is the only move in the game.
Anything of the same kind next to it comes across on its own — and whatever was buried underneath is suddenly in play. One drop can cascade for a while.
Stack ten matching pieces and they clear the board, freeing the cell. Run out of free cells and the level is over.

Most casual puzzles are a delivery mechanism for something else. This one is just the puzzle.
Every level is played by a search before it ships. If a puzzle reaches your phone, a solution exists — losing is a decision you made, not a deal that was never winnable.
No level demands one perfect line. Each puzzle is generated with at least two moves of slack, so you can explore, misplace a pile and still recover.
Every kind carries its own silhouette as well as its own colour — circle, square, hexagon, octagon. The board still reads if colours are hard for you to tell apart.
The first three levels open from positions built so the first good move demonstrates a rule. Hesitate and the game shows you the move worth making. Then it stops helping.
Not between levels, not on a timer, not for a bonus. No purchases, no currency, no energy bar refilling while you wait.
No account, no sign-in, no analytics, no trackers. Progress lives in a single file on your device. Works in airplane mode.
Every pixel is drawn in code — there is not a single image file in the app.



The pieces, the wooden stall, the striped awning, every sound and every puzzle are generated by code at run time. It keeps the download tiny — and it means the difficulty curve is measured rather than guessed.
A search plays each level before it ships. Impossible and trivially easy ones never reach the catalogue.
Each merge steps up a pentatonic ladder as the cascade deepens, so a long chain sounds like one.
Meshes, sprites and the app icon are painted in code, which is why there are no assets to load.
Version 1.0 is submitted and waiting on review. Free, ad-free and offline the day it lands.
iPhone · iOS 15 or newer · Portrait
Yes, and it stays free. No paid tier, no in-app purchase, no subscription — there is nothing to buy in the app at all.
No. The app links no advertising SDK, so there is nothing to show even if we wanted to.
Completely. The app opens no network connection. Levels, sound and your progress are generated or stored on the device.
Not by design. Every level is solved by a search before it ships, and none is tight enough to demand a single perfect sequence. You can still lose by filling the board — that part is on you.
STACKS is how many piles you have cleared out of the target. SPACE is how many free cells are left. MOVES LEFT is your budget for the level.
iPhone, iOS 15 or newer. Portrait only.