How it works
Three rules. That’s the whole game.
Pour a colour onto the same colour, or into an empty vial. The whole matching run moves at once.
A vial is finished when it is full of one colour. Finish them all.
Par is the fewest pours the level can be solved in. Par with no helpers is flawless.
The climb
Five chapters. Five hundred levels.
Every chapter has a colour of its own — on its badge, on the chapter list, and in the small dot beside Continue that says where you are. And the pour budget tightens as you go: the first chapter gives you four pours over par, the last two give you one.
First Pour
Learn the pour
Confluence
Room to breathe
Undertow
Choose well
Bottleneck
One empty vial
Meniscus
Vials of every size
Two puzzles you can’t crack shouldn’t wall off a hundred you could. The next chapter opens after ten solves — and a locked row always tells you exactly what it wants.
Level design
Par is the true minimum. Proved, not estimated.
Every level’s par comes from a complete search of its positions — the same solver that powers the hint — so “flawless” always means something real: nobody on earth can solve that level in fewer pours.
Difficulty is measured, not guessed. The solver counts how many distinct shortest routes a deal has and how often a random playout pours itself into a corner; a level with forty ways through is a warm-up, one with three is an evening. Around each chapter’s shape, thousands of candidates were dealt, measured and thrown away for every one that shipped.
The same 500 levels ship on every device. No server, no daily shuffle, nothing generated behind your back — level 3–24 is the same puzzle for you as for everyone else.
Feel
Designed around the pour.
- Drag a run of colour and it follows your finger, or tap-tap if you’d rather. The same last half-inch of the drop plays either way.
- When nothing is left to choose — every vial one colour, only the merging left — the board finishes itself, at the same count a careful player would have reached.
- A dead end says so. The moment no pour is legal, the game tells you and offers a free restart — it never sells you a way out of an unwinnable rack.
- Undo is free and unlimited. The budget exists to make a finished line count, not to tax thinking.
- Every note is synthesised as you play — a note per unit poured, a chord when a vial completes, and not a single audio file in the app. Your podcast keeps playing.
- Every square is stamped with its symbol, so the game plays the same whatever your eyes make of the colours.
Free to play
All 500 levels. No ads, no paywall.
Every level is free, and nothing is withheld inside them. The four helper packs — hints, extra vials, skips, continues — are for the stuck, never the price of admission: a flawless solve hands a hint back, so the careful player never has to buy one.
And a helper buys progress, never prestige — a solve that used one counts, but it is never flawless.
Every device
Your progress follows you.
Solved levels, best pour counts, flawless badges and your remaining helpers sync through your own iCloud, so the iPad picks up where the iPhone left off.
If two devices solved the same level, the better count wins and the badge survives. Seven Game Center achievements — strictly opt-in — five for the chapters, one for all 500, and one for all 500 flawless.
Twelve languages
All of it translated.
Not just the menus — the rules, the dialogs, the chapter names and the achievements.
Private by design
No accounts. No ads. No analytics.
Kirjo collects nothing — no tracking, no advertising, no third-party SDKs, nothing to sign up for. Its privacy manifest declares no collected data at all.
Your progress is yours: on your device, and in your iCloud.
More from us
Same promise, different puzzle.
Support
Questions? Ideas? A level that feels wrong?
Kirjo is made by one person who reads every email. Bug reports, feature requests, or a rack you think is unfair: offline@dresende.pt