Every box on the shelf carries one arrow, and that arrow is the only direction it can go.
Tap a box and it slides that way, off the edge and gone, unless another box is standing in its path. So the whole game is one question: what order do you take them in?
NO TIMER, NOTHING CHASING YOU
No clock on a level. No score. No stars. No streak to protect, no notification asking where you have been. You can look at a shelf for as long as you like, so there is nothing to fumble and no reflex to test. Tap a box that is hemmed in and it shudders, tries to move and cannot. That costs a life, not your run - three to a shelf. You start with three hints, yours to spend whenever you like and never pushed at you.
380 LEVELS, AND THEY DO NOT STOP
The first shelf is eighteen boxes on seven rows; by level 300 it is forty-five on sixteen, and past that it holds steady. The levels keep coming after 380. Each shelf is built on your device - nothing to download, nothing to wait for.
BOXES THAT DO NOT COOPERATE
Four awkward kinds on the main ladder, arriving one at a time, each explained the first time you meet it.
Locked, which opens only after enough other boxes have gone.
Fragile, which breaks if you move it without clear space on both sides. It warns you once first.
Chained, which cannot move until its partner leaves.
Heavy, which cannot be the first thing you move.
HARD MODE, WHERE THINGS FALL
It opens after five levels, and it is a different shelf. Take a box out and whatever rested on it drops into the gap, and a falling box can seal the only way out for another. So an order here is not just quick or slow - it can be wrong. Every hard shelf can be cleared; the wrong one strands you, at no cost in lives. Take the move back, or start over.
Two more kinds live here, both about gravity. Bolted, which never falls. Floor-only, which has to drop to the floor before it will move.
120 hard shelves, each one proved solvable, and then it keeps going.
THIRTY-NINE SHELVES, CARDBOARD TO COSMIC
The shelf changes material as you climb: stone and terracotta, copper and iron, gold and marble, glass, emerald, obsidian, magma, and cosmic at level 361. Twenty more, oak through abyss, are earned on hard shelves rather than by climbing. Every material is paint and nothing else: the puzzles are as hard on gold as on cardboard.
88 TROPHIES
Progress, for the levels and materials you reach. Craft, for shelves cleared without losing a life and without taking a hint. Persistence, for the days you keep coming back. Fifty-eight on the main ladder, thirty on the hard one. Nothing is hidden: unearned ones still show what they ask for. The last takes a thousand levels.
ONE PHONE, TWO TO FIVE PLAYERS
Party mode sends the phone around the table. Race for the most boxes before the clock runs out, or sprint to clear first. Everyone gets a different shelf, matched so they are worth the same work, and a pass screen that hides the board between turns. Party rounds never touch your own progress.
A NEW SHELF EVERY DAY
Two daily shelves, one ordinary and one hard, the same for everyone and replaced at midnight. No calendar and no flame, and nothing is lost if you miss one - just a quiet count of the days you keep going.
BUILT TO BE READ EASILY
Big boxes, high contrast, no thin grey type. Direction is never carried by colour alone, so nothing is lost if colours are hard for you. Portrait, one hand, phone and tablet. Music, sound and haptics each switch off on their own.
ABOUT THE ADS
Ads pay for Unpack: a banner along the bottom, a full-screen ad after every third level, one on every third restart of a hard shelf, one between turns in party play, and one when you open the app. None ever lands in the middle of a shelf. Videos for a hint, extra lives or a shelf material stay optional, never forced. One purchase takes the ads away for good.
Everything saves on the device. No account, no sign-in, no connection needed.
Developed by Quasar Technologies.
Every box slides one way. Tap them off in an order that never blocks.