No lives.
No waiting.
A match-3 built for the moments you actually play one — a delayed gate, a tunnel, a flight with the wifi off. It never runs out of turns, never sells you turns, and never asks you to come back in thirty minutes.
What that actually means
Lose as often as you like
There is no life counter, no energy bar, no timer between attempts and no video to watch. Failing a level costs you your win streak — which is worth real specials on your next board — and nothing else.
It plays with the wifi off
From your second visit the whole game is on the device: the engine, the sound, the art, your progress. Not a stripped-down offline mode — the same game, because nothing about it needed a server.
Nothing to buy to keep playing
Stardust is earned by playing and spent on boosters that help. It is never the price of entry, and it is never the reason a level is hard.
110 worlds, and most of them are real
Ten galaxies, from the Solar System out to the Large Magellanic Cloud. The real planets and exoplanets carry a fact with a source — Kepler-452b, TRAPPIST-1e, WASP-12b, GJ 1214 b — and conquering a world writes its entry into your logbook.
The invented systems are labelled as what they are. A mission log is never dressed up as astronomy.
The board is not always a square
Shapes, gravity that runs sideways or up, portals that reroute the fall, sealed pockets only a stripe can reach, and hazards that spread if you leave them alone. Difficulty comes from the board, not from the clock.
It tells you the point, then gets out of the way
Every level opens with one line: what you are here to do, and how. No tutorial wall, no paragraphs. The rest is taught on the board itself, once per idea, in the moment it first matters.
Drawn, not generated
Every piece is hand-drawn flat geometry — a hard shadow, three flat planes split by straight edges, one structural detail. The volume comes from the cut, never from a gradient. The same rule governs the planets on the map, all 110 of them.