← ALL GAMES
WHAT'S NEW
Keeping you in the loop. Bug fixes, balance tweaks, new games — if something changed, it shows up here. We keep the notes honest: if a level was broken, we'll say it was broken.
CIPHER
New game: guess the daily word

Classic 5-letter word guessing — 6 tries, green/yellow/gray hints. Play the same daily word as everyone else, or switch to Unlimited for endless rounds. Tracks your streak.

NUMBLE
New game: guess the math equation

Instead of a word, you're guessing a math equation — 6 tries, same color hints. Every guess must be a valid equation. Daily and Unlimited modes.

GLYPHLE
New game: guess the emoji sequence

Pick 4 emojis in the right order — 5 tries. Same green/yellow/gray feedback, but now you're reading emoji vibes instead of letters. Surprisingly tricky.

DOUBLEWORD
New game: two words at the same time

Two Wordle boards running simultaneously. Every guess applies to both. Solve one and it dims — you still have to crack the other. 7 tries total. Harder than it sounds.

WORDBACK
New game: Wordle but the hints lie

Gray means the letter IS in the word. Yellow means it's NOT. Green only unlocks as a lifeline after 3 guesses. If you hate certainty, this one's for you.

STARLINE
Race the clock — timer added

Each level now has a time limit. It scales with difficulty — later levels give you more time but the stars get trickier. How fast can you map the sky?

ALL GAMES
Added "More Games" button to every game

After finishing (or failing) any game, you can now jump straight back to the hub to try something else. No more dead ends.

HUB
Now live on hoshi.gg

The hub has a real home now. hoshi.gg — hoshi means "star" in Japanese, which felt right.

LIGHTS
Turns out we made it too hard. Fixed.
The last few levels had 10–12 required taps, which sounds fine until you realize a 12-tap Lights Out puzzle is basically unsolvable without a math degree. We capped it at 7 taps max — still genuinely challenging, just not unfair.

Also added a ? hint button that glows one solution tap yellow when you're stuck. It cycles through all solution taps if you keep pressing it. And there's now a proper completion screen when you finish all 12 levels instead of silently looping back to level 1.
PLAY LIGHTS →
NEON FLOW
Completely rebuilt from scratch — new mechanic
The old Neon Flow was path-drawing. It worked, but it was a bit too similar to Color Cascade. So we threw it out and rebuilt it as Gravity Drip: neon liquid pours down from colored emitters at the top, and you place angled deflectors (/ and \) to redirect the streams into matching colored drains.

Tap an empty cell to place a /, tap again for \, tap again to remove. You've got a limited deflector budget per level, so placement matters. 10 levels across 6×6 and 8×8 grids, up to 3 simultaneous colors.
PLAY NEON FLOW →
COLOR CASCADE
7 levels were mathematically impossible. We fixed all of them.
Yeah. Levels 10, 12, 15, 16, 18, 19, and 20 had ink budgets smaller than the minimum ink required to connect all the dots — meaning no solution existed. Level 12 was the worst: it needed 38 ink but only gave you 26.

All 7 are now redesigned from scratch using a solution-first approach — we draw the paths first, then set the dot positions from the result. Every level has been verified solvable before going live.
PLAY COLOR CASCADE →
COLOR CASCADE
Winning now feels good
Added a proper win celebration: a canvas glow burst where all your paths pulse and the dots expand in a sine wave over 850ms, followed by a ✓ SOLVED overlay that fades in with a subtle scale animation. Small thing, but it makes finishing a level feel satisfying instead of just… stopping.
PLAY COLOR CASCADE →
FLOOD
Doubled the levels, fixed the silent loop
Flood had 10 levels, and after finishing level 10 it just quietly reset to level 1 with no fanfare. Classic. We added 10 more levels (20 total), bumped difficulty from par 15 to par 19, and added a proper completion screen at the end with a Play Again button.
PLAY FLOOD →
NEON FLOW (OLD)
Paths weren't connecting and the win gate was broken
Two bugs in the old Neon Flow: (1) the path-commit check used object identity comparison instead of position comparison, so dragging a path never actually saved it; (2) winning required 100% grid fill, which made some levels impossible to complete even with all pairs connected. Win condition now triggers as soon as all pairs are connected — fill percentage just adds bonus stars.
ALL GAMES
4 new games — now 9 total
Added Merge (2048-style tile merging), Circuit (rotate pipe segments to complete the circuit), Flood (flood-fill territory from a corner), and Lights (classic lights-out toggle puzzle). Hub was redesigned with a mobile-first responsive grid, dark/light theme toggle, and proper how-to-play overlays on all four new games.
SEE ALL GAMES →
COLOR CASCADE
Fixed 3 more broken levels (and the loop-clear bug)
Color Cascade had a loop-detection mechanic that was incorrectly clearing your paths when they wound near their own start dot — not a real loop, just a false trigger. Removed entirely. Also redesigned levels 3, 5–8 which had unsolvable corner patterns (two colors alternating on the grid perimeter can't be routed without crossing — a topological constraint we now check before shipping levels).
PLAY COLOR CASCADE →
DRIFT
Harder levels + reset button
10 reworked levels scaling from 5×5 par-3 up to 7×7 par-8. Added a ↺ reset button in the d-pad center (also R on keyboard) so you can restart a level without refreshing the page. Early levels were too easy to bruteforce — the new set requires more deliberate planning.
PLAY DRIFT →
ALL GAMES
Color Cascade: ink limits, timers, and endless mode
Color Cascade levels 6–20 now have an ink budget — you can only draw so many cells before running out (backtracking is always allowed and refunds ink). Levels 6+ also add a countdown timer that gets tighter as you progress. Finish all 20 levels and you unlock endless mode: procedurally generated boards with a shrinking timer, tracked high score in localStorage.
PLAY COLOR CASCADE →