Facet · iOS and Android · 5 November

Facet

Three tiles. Four attributes. One set hiding in plain sight. A look-closer puzzle with a daily ritual, not a timer screaming at you.

Four attributes, and that’s the whole game.

A set is three tiles where every attribute is either all the same or all different. Nothing else. The deck is 3⁴ — four attributes, three values each, eighty-one tiles, no duplicates.

Shape
Circle, square, triangle.
Count
One, two, three.
Colour
Vermillion, teal, magenta.
Fill
Solid, outlined, stippled.

Six worlds, 120 levels, hand-tuned.

Not generated and shipped. Each level was played, measured and adjusted — which is slower, and is the reason the difficulty curve is a curve.

  1. Foundation

    The rules, taught by playing them.

  2. Pressure

    The same board, less time to read it.

  3. Hazards

    The board fights back.

  4. Illusions

    Tiles blur and drift while you look at them.

  5. Puzzle

    One correct answer, and you have to earn it.

  6. Chaos

    Everything above, at once.

One puzzle a day. Always free, never gated.

The same board for everyone, a streak that is yours to keep, and a share card you can paste into a group chat without spoiling it. You do not need to finish the campaign, or buy anything, or be online at a particular hour.

Colour is never the only signal.

Shape, count and fill each carry their attribute independently, so every tile is fully readable without seeing colour at all. The triad is Okabe-Ito derived — vermillion #D55E00, teal-blue #0088B0, magenta #B0228C — chosen on the blue-orange axis because it is the most robust pair under colour vision deficiency, and every one clears 3.9:1 on the tile.

This is not an accessibility mode you switch on. It is how the game is drawn.