FALLMATCH

Every level in FALLMATCH comes with a machine-checked mathematical proof. It shows the fewest moves the level can be solved in. Match that number and you earn 3 stars, the top score.

Free to play in fullNo ads No accountPlays offline 900 proven boardsNEW in 1.2.5: WEEKLY through 2027See how every board is proven Daily puzzle9 languagesPlayable in the browser

No install, no account — the full game runs in any modern browser.

FALLMATCH signature mechanic — gravity rotates 90°, the board reshapes, blocks resettle and match (v1.2.1)
One of the signature moves — ⟳ Rotate: gravity turns 90°, the board reshapes and the blocks resettle. Two rotations solve this one. (recorded in v1.2.1)

Factsheet

Game
FALLMATCH — sliding-block logic puzzle with gravity
Developer
GUS Media Works (Gökhan Us) — one-person studio, Türkiye
Release
August 26, 2026 — simultaneous iOS + Android · latest: v1.2.5 (October 8, 2026 on Android; October 9, 2026 on iOS)
History
Aug 26, 2026 — launch, iOS + Android · Aug 31 — 1.1.2: LADDER mode, 500 new boards, 3 new languages · Sep 6 — 1.1.3: level map, chapters 13–16 (levels 301–400), stats screen, simpler menu · Sep 7 — 1.1.4: small-screen and large-font layout fixes · Sep 9 — 1.1.5: level start card (3-star target and the special moves it needs) · Sep 9 — 1.1.6: optional daily reminder, asked once, scheduled on the device · Sep 14 — 1.1.7: LADDER reworked — stars are the score, no clock, help card, leaving a board ends the run · Sep 18 — 1.2.0: optional one-time extras (PREMIUM unlock, hint packs), instant hints on 42 more levels · Sep 19 — 1.2.1: much smoother movement, new look for the blocks and walls · Sep 20 — 1.2.2: the three special moves animated, each with its own sound; smoother sliding, clearer chains · Sep 23 — 1.2.3: WEEKLY — a harder board every Monday; daily streaks earn hints; a level starts on the first tap; sound, vibration and language in a settings panel · Sep 26 — 1.2.4: HOW WE PROVE IT page, PROVEN MINIMUM stamp on the win card, weekly share card, a card at 30 stars showing what opens, look at the board before undo or restart, redrawn main menu · Oct 8 — 1.2.5: WEEKLY runs through 2027 (41 new proven boards, a new one every Monday), optional play stats (asked first in the EU, UK and Switzerland, and on every iPhone and iPad), privacy policy in settings
Price
Free to play in full — all 900 boards, the campaign, LADDER and the daily puzzle. Since 1.2.0 there are optional one-time extras: a PREMIUM unlock and hint packs that never expire. No subscriptions, no ads, no accounts. Since 1.2.5 the apps keep optional play stats (a random ID only, no name or email) to tune difficulty. The game itself plays offline.
Content
900 unique, machine-proven boards: 400-level campaign in 16 chapters + 500-board LADDER pool, plus one shared daily puzzle with streaks and one shared weekly board
Languages
9 — English, Türkçe, Español, Deutsch, Français, Português, 中文, 日本語, 한국어
Press contact
usgokhan@gmail.com

What is it?

FALLMATCH is a sliding-block logic puzzle with gravity, where every level comes with a machine-checked mathematical proof of the fewest moves it can be solved in. Slide blocks, match colors, clear the board. As you progress, FALLMATCH's signature mechanics unlock — rotating gravity itself, an invert pulse that flips the whole board, a one-motion tumble — while gaps in the frame swallow careless blocks. No timers, no lives, no ads: just you, the board, and a proven minimum-move target.

⟳
Rotate
Turn gravity itself 90°
⇅
Invert
A pulse flips the whole board
↷
Tumble
One motion, whole new board
▦
Gaps
The frame eats careless blocks

In 1.2.4: the proof, on screen

Every FALLMATCH board has always shipped with a machine-checked proof, but until now players had to take that on trust. 1.2.4 puts the proof on screen. Match the proven minimum and the win card is stamped PROVEN MINIMUM, with a short vibration on phones. A new page in How to Play, HOW WE PROVE IT, walks through the pipeline in seven lines: every level starts as a written recipe, a generator builds candidate boards, an exhaustive solver finds the true minimum, each special move the 3-star line needs is proven one by one, difficulty is computed from the search, a board whose proof can't be finished is thrown out, and before release the solution is replayed on the game's own engine so that every number on screen is checked.

WEEKLY results can now be shared like the daily. Reaching 30 stars shows a card with what just opened — WEEKLY and LADDER. When a board hits a dead end or loses a block, the game lets you look at the board first, then undo or restart. The 3-star target dims the moment it is out of reach, the daily puzzle opens without a pause and keeps the right date past midnight, and the translations in all nine languages were reviewed. The main menu was redrawn too.

1.2.3: a harder board every Monday

The daily puzzle has a weekly counterpart now. WEEKLY is one harder board, the same for everyone, replaced every Monday. It comes from the same machine-proven pool as the rest — the 3-star target is still a verified minimum — and it opens once you have 30 campaign stars. Finishing it earns a hint; taking all three stars earns three.

Daily streaks now pay out. Three days in a row earns a hint, seven earns three, fourteen earns five, thirty earns ten, and the schedule repeats. Miss a day and a streak freeze covers it automatically — one is earned every seven days, two are held at most — so a single missed evening no longer erases a month. Neither reward costs anything: no purchase, no ad, no account.

The rest of the update is friction removed. Tapping a level now starts it rather than opening a screen that opens the level, and after a win the NEXT button carries the next level's move target. Sound, vibration and language moved into a settings panel on the main menu, and each level opens with the blocks dropping into place under a soft sound — tap to skip it.

1.2.2: the special moves became motion — and got voices

Rotate, Invert and Tumble used to happen between one frame and the next: the board simply appeared in its new state. All three are animated now. The board winds up before the move lands, and Tumble is a real 3D flip rather than a redraw. Nothing about the puzzles changed — the same boards, the same proven minimums, the same move budgets. What changed is that you can see what the move did.

Each of the three also got its own sound, built from the motion itself rather than picked off a shelf. Sliding a block now glides instead of jumping, and a block pushed off the edge slides out and fades rather than blinking away. Chains read at a glance — the deeper the chain, the brighter the flash and the more sparks. The level map also opens where you left off instead of at the top.

1.2.1: the board got faster, and the blocks got depth

On mid-range Android phones the board used to stutter while blocks fell or gravity turned. The cause was structural: every animation frame rebuilt the whole screen. The board now keeps its own frame clock and the still layers are skipped. Measured over the same board and the same sequence of moves, screen rebuilds dropped from 35 to 6 and JavaScript time from 648 ms to 458 ms. Nothing about the puzzles changed — only the wall clock.

The blocks were redrawn in the same pass. Each one now has a real chamfer and a lit top face, springs as it lands, and flashes white for an instant when a match clears. Walls are recessed instead of flat, so a block resting on a wall reads as exactly that. Every colour is drawn once off-screen and stamped each frame, which makes the new look cheaper to render than the old one.

1.2.0: optional extras, and hints that answer instantly

Everything described on this page stayed free. Alongside it there is now a one-time PREMIUM — every level unlocked, skip any level, a bigger hint pool plus 25 bonus hints — and hint packs that never expire. No subscriptions, and still no ads. The same update made hints instant on 42 more levels, where a bug had been letting the solver think far longer than it needed to.

1.1.7: LADDER reworked — stars are the score

LADDER used to run against a single clock. It no longer does. Every cleared board climbs, the stars you earn on each rung add up, and 30 is a perfect run. There is no timer, no hints, and no way to pause a run: leaving a board ends it, with the stars so far still counted. The mode now unlocks at 30 campaign stars, opens with a short help card, and the gaps in the frame got brighter edge markers so a careless swipe is easier to see coming. The change came from watching how new players used the mode in the first weeks after launch.

1.1.5 and 1.1.6: a level start card and an optional daily reminder

Every level now opens with a card that shows the 3-star target and which special moves that board needs, so the target is never a mystery. 1.1.6 asks once whether you want a reminder for the daily puzzle; say yes and a short notification arrives at 7 PM local time. It is scheduled on the device itself: no account, no server, no tracking. Both changes came from player feedback in the first two weeks after launch.

1.1.3: 100 more levels and a level map

Chapters 13–16 (levels 301–400), EXTREME to NIGHTMARE — the hardest boards the prover has certified so far, every one solved before it shipped. The update also brings a new look: a chapter map with stars and difficulty tiers at a glance, a simpler main menu, a stats screen (levels, daily streak, ladder best) and hints as one pool of six that refills by one each day. Total: 900 unique boards, every one still machine-verified.

LADDER

Ten rungs, stars as the score, no hints. LADDER lines up ten boards from VERY EASY to NIGHTMARE. Every cleared board climbs; the stars you earn on each rung add up, and 30 is a perfect run. There is no clock, and leaving a board ends the run with the stars so far counted. Your best run is saved, and every run produces a spoiler-free share card. The rungs draw from a pool of 500 proven boards.

The hook: a mathematical proof for every level

Every level in FALLMATCH comes with a machine-checked mathematical proof. It shows the fewest moves the level can be solved in. If it says six, then six is possible and five is not. Match that number and you earn 3 stars, the top score. When the HUD says a special move is REQUIRED, that exact claim has been verified by a solver. Even the ten difficulty tiers — VERY EASY to NIGHTMARE — are computed from measurements (search depth, narrow winning paths, fatal-move ratio), not designer intuition. In an industry where "difficulty" is usually a gut feeling, in FALLMATCH it is a formula.

Story angles

Feature list

Assets

Right-click / long-press any image to save. Screenshots are full-resolution PNG (1290×2796, v1.2.2–1.2.4). App icon (1024×1024), iPad screenshots (2048×2732), additional GIFs and a 30-second gameplay video are available on request: usgokhan@gmail.com.

Trailer (28 s, 1080p): youtu.be/HdK4FMgptpM — embed allowed.

Gameplay — L283 SQUALLINE, EXTREME: 3 stars in 8 moves, the proven minimum, with the special moves it requires (v1.2.4) Level card — 8 is the proven minimum, fewer is impossible; the special moves the 3-star line needs (v1.2.4) Win card — CLEAR in 5 moves, three stars, stamped PROVEN MINIMUM (v1.2.4) Main menu — PLAY, LADDER, DAILY, WEEKLY, HOW TO PLAY (v1.2.4) WEEKLY — one harder board every Monday, the same for everyone, 3 stars in 8 moves (v1.2.4) Daily calendar — every daily puzzle, solved on its own day or any time later (v1.2.4) LADDER — 10 boards, stars add up, 30 is perfect (v1.2.2) Level map — chapters, stars and difficulty tiers at a glance (v1.2.2) Stats screen — stars per chapter, daily streak, ladder best (v1.2.2) How to Play — HOW WE PROVE IT: seven steps from recipe to release (v1.2.4)
FALLMATCH feature graphic: logo with SLIDE · MATCH · ROTATE

About GUS Media Works

A one-person studio from Türkiye run by Gökhan Us, working with an AI coding partner. Six mobile games built; FALLMATCH — the flagship — is the first to launch, with the rest on their way. The studio's rule, in games and in marketing alike: no claim without proof.

Curated game on PixelPicked