Nebula Break

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.

In closed beta · iOS and Android to follow

A level in progress: a board split into two halves joined by coloured portals, with the move counter and objective above it.

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.

The galaxy map drawn as a celestial chart: worlds as stars of different sizes and colours, joined by a glowing trajectory line.
Each galaxy is a chart, not a list. Every world has its own seeded size, colour and surface.

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.

A board with a hollow centre; every match has to happen around the hole.
A hollow core
A board where static toxic gas cells sit among the pieces.
Gas that spreads
A board with amber crust locking cells around buried satellite parts.
Amber over buried parts

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.

The mission briefing: the planet, the objective in one line with its glyph, the win streak, and the boosters you are carrying.
The briefing card

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.

Not out yet

Nebula Break is in closed beta while the levels get played properly. It is coming to the App Store and Google Play.

Not live yet — the badges will link out once the listings are published.