A zen block puzzle that mathematically cannot lie to you.
No install, no account — the full game runs in any modern browser.

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, 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.
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.
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.
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.
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.
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.
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.
Right-click / long-press any image to save. Screenshots are full-resolution PNG (1290×2796, v1.1.3–1.2.2). App icon (1024×1024), iPad screenshots (2048×2732), additional GIFs and a 30-second gameplay video are available on request: usgokhan@gmail.com.
Trailer (20 s, 1080p): youtu.be/LHi5ixbId60 — embed allowed.

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.