Squeeze the Orbs: Drop & Merge
29 Sept 2026launched 2 days ago
0.00 ratings
n/aApple doesn’t publish installs
WorldwideSold in 50+ App Store storefronts
1.0latest version · 2 days ago
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About
The jar is closing. Drop orbs into it and merge them. Two of the same kind touch and become the next one up. Meanwhile the walls are creeping inward, and they never stop — every merge shoves them back out again, and the bigger the merge, the more air you buy. So there is no line to stay under. There is only the next merge, and how long you can keep paying for room. • EIGHT TIERS, from a small spark up to a Lantern. • THE WALLS ARE THE CLOCK. They close for the whole run. A merge is the only thing that pushes them back. • EACH WALL KEEPS ITS OWN TIME. A merge feeds the wall it happened next to, so starve one side and the jar closes lopsided. Every drop is a question about where, not just what. • YOU LOSE BY SPILLING. There is no losing line drawn across the jar. The squeeze lifts your pile until a piece comes to rest above the rim. Never merge at all and the walls simply meet in the middle instead. • ORBS DIM AS THEY SIT. A dim orb refunds less air and scores less, so nursing a big chain is a gamble rather than a free option. Hardcore mode drops the dimming and speeds up the clock instead. • THE BIGGEST ONE IS WORTH KEEPING. Two Lanterns collapse into a gem, and two gems of a kind fuse into a rarer one right there in the jar, for the biggest gasp of air in the game. Whatever you are still holding when the run ends is the only thing that outlives it. One thumb, portrait, made for a phone and nothing else. There are no image files and no sound files inside this app. Every pixel is drawn and every sound is computed while you play — each impact is synthesised from the collision that caused it, so the pitch comes from the size of the orbs, how long it rings depends on how buried in the pile they are, and no two hits are alike. Free. No ads. No purchases. No accounts. No energy, no timers between runs, nothing to wait for and nothing to buy. It plays entirely offline: there is nothing to download and nothing is held back in aeroplane mode. It never asks you for a permission of any kind. It reports anonymous play statistics — how long a game lasted and how it went — which you can switch off in Settings.Read more
The jar is closing.
Drop orbs into it and merge them. Two of the same kind touch and become
the next one up. Meanwhile the walls are creeping inward, and they never
stop — every merge shoves them back out again, and the bigger the merge,
the more air you buy.
So there is no line to stay under. There is only the next merge, and how
long you can keep paying for room.
• EIGHT TIERS, from a small spark up to a Lantern.
• THE WALLS ARE THE CLOCK. They close for the whole run. A merge is the
only thing that pushes them back.
• EACH WALL KEEPS ITS OWN TIME. A merge feeds the wall it happened next
to, so starve one side and the jar closes lopsided. Every drop is a
question about where, not just what.
• YOU LOSE BY SPILLING. There is no losing line drawn across the jar. The
squeeze lifts your pile until a piece comes to rest above the rim. Never
merge at all and the walls simply meet in the middle instead.
• ORBS DIM AS THEY SIT. A dim orb refunds less air and scores less, so
nursing a big chain is a gamble rather than a free option. Hardcore mode
drops the dimming and speeds up the clock instead.
• THE BIGGEST ONE IS WORTH KEEPING. Two Lanterns collapse into a gem, and
two gems of a kind fuse into a rarer one right there in the jar, for the
biggest gasp of air in the game. Whatever you are still holding when the
run ends is the only thing that outlives it.
One thumb, portrait, made for a phone and nothing else.
There are no image files and no sound files inside this app. Every pixel is
drawn and every sound is computed while you play — each impact is
synthesised from the collision that caused it, so the pitch comes from the
size of the orbs, how long it rings depends on how buried in the pile they
are, and no two hits are alike.
Free. No ads. No purchases. No accounts. No energy, no timers between runs,
nothing to wait for and nothing to buy.
It plays entirely offline: there is nothing to download and nothing is
held back in aeroplane mode. It never asks you for a permission of any
kind. It reports anonymous play statistics — how long a game lasted and
how it went — which you can switch off in Settings.
Versions
- Version 1.0First seen · 29 Sept 2026
Countries
Worldwide
Apple lists this app in 50 or more storefronts, so it is available almost everywhere.
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