Every tile prints one number: how many of its four neighbours it must touch.
That's the whole rule. The rest is deduction.
Connectix hands you a small board and a tray holding exactly enough pieces to fill it —
never one more. Drag pieces in, tap to rotate, and read the board. Nothing turns green.
Nothing buzzes. The game tells you nothing at all until you press Confirm.
That pause before Confirm is the game.
■ ONE RULE, FIVE LAYERS
Plain tiles ask for a simple count. Then the board starts arguing back:
• Walls — a blocked face kills the connection for BOTH tiles
• Splits — one tile, two halves, two separate counts, and rotation finally matters
• Wildcards — a tile satisfied by any count, so what bites is everything around it
• Multi-link — a face carrying two or three connections at once, and it is mandatory
Each mechanic arrives on its own, and every one before it stays in play.
■ 540 PUZZLES, EVERY ONE PROVEN
360 progression levels across five blocks, plus 180 daily puzzles — six months of them.
Every single board was machine-verified to have exactly one solution. No guessing, no
"both answers work", no dead ends. If you can prove it, it's right.
■ A DAILY THAT ACTUALLY BITES
One puzzle a day, always at the top difficulty band, on its own calendar. Today's is free,
and a day you unlock stays yours for good. The hardest content in the game lives here.
■ A 24-HOUR COMPETITION
A 50-player board that resets at midnight. Solve a puzzle for a point, solve one first try
for three. The field keeps moving while you're not looking.
■ BUILT FOR ONE THUMB
Boards cap at 5×5 on purpose — difficulty comes from decisions, not from grid size. No
scrolling, no pinch-zoom, no walls of tutorial text. Portrait, one hand, a minute a level.
Play it on a train, in a queue, in bed.
■ STUCK?
A hint places a piece correctly, locks it in, and pays ten seconds back onto the clock.
It costs a short video, never your progress.
■ NO NONSENSE
No energy. No lives. No waiting between levels. No account, no sign-up, no data to hand
over. Play offline as much as you like. One optional purchase removes banners and
interstitials for good.
English and Portuguese (Brazil).
If you like Sudoku, nonograms, Slitherlink or Hashiwokakero — this is a rule you haven't
played yet.
Every tile says how many neighbours it needs. Fill the grid. Then commit.