Step 1 of 9
Go ahead — tap the screen.
Tap an object to explode it into smaller copies of itself; keep tapping the fragments until they pop. Rings inside a piece show how many more times it will break; the gaps in each ring show how many pieces it breaks into.
The hub in the middle of the board holds the whole rule: the shapes above the line, the colours below it, and the word for what to do with them. The game is played in the ring around it — nothing lands in the hub, and tapping it does nothing.
Light background — you may tap only the shapes and colours in the hub. Dark background — you may tap anything except those.
An object counts if either its shape or its colour is shown. Wrong taps cost points; glowing tokens are always safe.
You get warning, and you get grace. The set that is about to arrive appears outside the hub a few seconds early, and the rim drains as the change approaches. For a moment after any change, a tap that would have been right just before it is forgiven — it reads just missed and costs nothing.
The background's colour is the play mode — zoom out, warm or cool only, greyscale, twinkle, glitch. Modes change how the board looks and moves. They never change what is legal to tap.
Rush pieces (from level 6): now and then a new piece arrives inside a spinning rainbow ring that runs out in under a second. Tap it in time and, if it is allowed, it pops together with every piece it would have broken into, all scored at once. If it is forbidden, you lose that whole amount instead.
Chains: every 10 right taps in a row is celebrated, and the chain multiplies your points.
SLASH (from level 16): tap a legal piece and, without lifting, drag a line — straight or curved — to another legal piece. Everything the line crosses is cleared, and the forbidden pieces it happens to cross cost you nothing. It needs a few seconds to recharge.
Every level has a gate. The strip under the clock shows each shape and colour the level has unlocked and how many of each you still owe. Only correct pops count, every fragment counts as one, and a slash, purge or clear counts whatever it took. Each level also asks for a number of rounds, 10 at the first level and one more at each level after. When every mark has its tick and those rounds are played, the gate opens and the next level brings exactly one new thing. The faint gem behind the panel fills as you get there. Your place is saved: Play picks up where you stopped. The quota starts at 14 of each and rises with the level.
Ranks. Every level carries a mineral, from the most common on Earth (feldspar) to the rarest known (kyawthuite, of which one specimen exists). The small gem beside the level number is your rank, and every new rank comes with one true fact about its stone.
Play tickets pay for rounds: one ticket covers three rounds, you hold up to 24, and one comes back every hour whether the game is open or not. Your first Daily Challenge each day is always free — the leaderboard is never pay-to-enter.
A large, faint globe drains in the middle of the board for the last two seconds before anything changes — an indicator, the background rule, or the play mode. It carries no numbers; it is there to be seen out of the corner of your eye.
The Daily Challenge is one 60-second round on a board seeded from today's date, so everyone plays exactly the same thing. Finish in the top ten and take up to 10 coins. Coins buy sounds and palettes in the shop.
Level 1
Solid round.
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Run complete
NEW HIGH SCORE
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Daily Challenge
WOW!
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Today
Best single round, all time
Playing as a guest on this device.
Groups are not built yet — the profile and ladder are shaped so a group is a filter over the same rows.
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Coins come from Daily Challenge placement: 10 for first, 1 for tenth, 1 for finishing outside the top ten. Campaign levels pay 1 each.