Every square you step off falls into the void. It does not come back.
And you don't choose how far a stone travels — the board decides. Count the stones in its row, count the stones in its column: that is exactly how far it must go. No more, no less.
So the real question is never "where do I move?" It is "in what order, before I run out of floor?"
HOW IT WORKS
• A stone's range = stones in its row + stones in its column − 1.
• Stones travel in straight lines, exactly their range.
• The square a stone leaves collapses. Forever.
• Land every stone on a target to finish the level.
210 LEVELS, EVERY ONE SOLVED BEFORE IT SHIPPED
Two worlds, twenty regions, 210 puzzles. Each one was solved and graded by machine before release, so there are no unfair levels and no dead ends nobody knew about.
World 1 teaches you to look one move ahead.
World 2 stops letting you get away with that.
THREE STARS
Finishing earns one star. Finishing in the fewest moves that exist earns three. Every level has a known shortest solution, and your star is measured against it — not against other players.
DUELS
Three rounds against an opponent. Three stones each, three shared targets, one board. Level on targets? Fewer moves wins. Both sides play identical conditions — nothing you can buy helps you here.
A NEW PUZZLE EVERY DAY
A fresh daily puzzle drawn from a pool of 2,720, matched to how far you have come. Then another tomorrow.
NO WAITING WHEN YOU LOSE
Retry is instant. Always. No ad, no timer, no lives to refill.
Seven languages. Plays offline. One hand, one screen.
The floor you leave collapses. You don't choose how far you move.