← ALL GAMES
WHAT'S NEW
Keeping you in the loop. Bug fixes, balance tweaks, new games — if something changed, it shows up here. We keep the notes honest: if a level was broken, we'll say it was broken.
WORD LADDER
New game: change one letter at a time

Start with a word, reach the target by changing one letter per step. Each step must be a valid word. Daily puzzle with hints if you get stuck.

WORD
Glyphle is now Emojix

Same daily emoji puzzle, clearer name. Find it at hoshi.gg/emojix — your streak carries over.

NUMBERS
Numble is now Digix

Same daily number puzzle, sharper name. Find it at hoshi.gg/digix — your streak carries over.

LOGIC PUZZLES
Lights Out is now Zero

Same game, sharper name. Find it at hoshi.gg/zero — your streak and stats carry over.

STRATEGY
Gravity Drip is now Drainline

Same routing puzzles, new name that's easier to remember. Find it at hoshi.gg/drainline.

ALL GAMES
Light mode on every game

All 16 games now support light mode properly — including canvas games like Starline, Star Map, Drainline, and Color Cascade. Toggle the sun/moon icon on any game page.

ALL GAMES
Share now confirms it worked

Tapping SHARE now shows "Shared!" or "Copied!" so you know your result made it out. On mobile it opens the native share sheet. On desktop it copies to clipboard.

GLYPHLE
Emoji picker now scrolls sideways — no more cut-off on mobile

The emoji picker is now a horizontal scroll strip instead of a grid. It fits any screen size, and your guess submits automatically when you tap the 4th emoji — no GO button needed.

ALL GAMES
Rate games with 👎 👍 ❤️ instead of just a like button

The thumbs-up button is gone. Now you can say whether you didn't enjoy a game, liked it, or loved it — and see what other players think too.

STAR MAP
More time to memorize, progress counter, and a helpful hint on mistakes

The flash now lasts longer so you can actually study the pattern. Tapping now shows how many you've found. Miss a dot? The remaining correct ones briefly appear so you're not totally lost.

STARLINE
Next star pulses so you always know what to tap

The star you need to tap next now glows and pulses — no more squinting at numbers. The stars twinkle, low-time warning is more urgent, and progress shows as you connect.

NUMBLE
Tiles now flip, keyboard shows your hints, and first-timers get a guide

Tiles flip open on reveal (like Wordle), the on-screen keyboard now colours up as you narrow down the equation, and the How to Play screen pops up automatically your first time. Colorblind-friendly shape indicators added too.

PRISMATIC
Color labels, Reset button, mix guide, and share

Every tile now shows its color letter (R, B, Y…) so color-blind players can play without guessing. Added a Reset button to undo mistakes, a mixing reference panel, and a Share button to copy your result after each solve.

CALCUDOKU
Timer added, cage labels bigger, completed cages now glow

Added a timer alongside the move counter, made cage constraint labels easier to read on small screens, and made the "cage complete" green highlight actually visible. Escape now deselects a cell, and selecting a number highlights matching cells in the grid.

SUDOKU
Row/column/box flash now actually fires + several UX fixes

Fixed a bug where completing a row, column, or box didn't flash green like it should. Timer now starts when you tap your first cell instead of the moment the page loads. Given numbers look bolder and more authoritative; your own entries show in blue. Selecting a number highlights matching cells, and Escape deselects.

GRAVITY DRIP
Gravity is now obvious — and winning feels great

Emitters now show a ▼ arrow so you know streams fall downward. Solving a level now triggers a neon particle burst. Added a share button so you can send your result to friends.

MERGE
Undo button, smoother tile animations, and score feedback

You can now undo your last move (or press Ctrl+Z). Tiles slide at 60fps using GPU-accelerated animations. The game over screen now shows your highest tile reached, and merges show a quick score pop.

CIRCUIT
Pipes now look like actual pipes

Replaced the hard-to-read text symbols with clean SVG pipe graphics. Connected pipes glow green, unlit pipes are now clearly visible. Also added a move counter so you can track your efficiency.

COLOR CASCADE
Bigger visuals, UNDO button, and color-blind improvements

The board now uses a proper dark background (no more glaring white box), dots show a ✓ when connected, and an UNDO button lets you erase your last path instead of starting over. Color-blind players get shape markers on paths too, not just endpoints.

DRIFT
Undo button, full-screen swipe, blue target, and 20 levels

You can now undo a bad move instead of resetting the whole level. Swiping anywhere on screen works (not just the tiny board). The target beacon is now blue to match the game's palette. Expanded from 10 to 20 levels with new Master tier.

LIGHTS
Better feedback, par targets, and keyboard support

Each level now shows a par tap count so you know how tight the solution is. Tiles ripple outward when you solve a level. Full keyboard and screen-reader support added.

GLYPHLE
Smarter picker: faded emojis, selection highlights, and first-play tutorial

Emojis you've ruled out now fade in the picker so you can focus on live options. Your current picks are highlighted gold. First-time players now see the tutorial automatically.

FLOOD
Color-blind support + better win screen

Every color on the board and in the picker now shows a unique shape symbol (●■▲◆★) so you can play without relying on color alone. The win screen now has a NEXT LEVEL button and highlights when you beat par.

WORDBACK
First-time rules now show automatically

New players now see the "How to Play" screen automatically on their first visit — the inverted hint mechanic was confusing too many people. Share results also now include an emoji key so followers know what the colors mean.

ALL GAMES
Light mode now works everywhere

Overlays, cards, buttons, and page backgrounds across all 16 games now properly switch to light mode when you toggle the theme. No more dark-on-dark text or invisible overlays.

SUDOKU
New game: Daily 6×6 Sudoku

Fill a 6×6 grid with digits 1–6 — no repeats in any row, column, or 2×3 box. One fresh puzzle every day. Tap REVEAL CELL if you get stuck.

CALCUDOKU
New game: Calcudoku — KenKen-style cage puzzles

Fill a 5×5 grid with 1–5 and satisfy every arithmetic cage (+, −, ×, ÷). Think Sudoku meets math class. A new puzzle every day.

ALL GAMES
New Numbers category — Numble joins Sudoku and Calcudoku

Added a dedicated Numbers section on the hub. Numble moved there from Word Games, alongside the two new number puzzles.

FLOOD
Undo button — take back your last move

Made a bad color pick? Hit undo to revert up to 10 moves. The button disables automatically when you win so you can't undo your victory.

COLOR CASCADE
Color-blind mode — shapes on every dot

Each colored dot and path now has a unique shape symbol (●■▲◆★) and line pattern so you can tell them apart without relying on color alone.

GLYPHLE
Bigger Remove button — easier to tap

The delete button for removing an emoji from your guess was too small on phones. It's now a proper 44px touch target.

ALL GAMES
Daily Bundle — earn your Hoshi Score

Five games. One score. Every day, a new bundle of 5 games is waiting for you. Complete them all to earn your Hoshi Score out of 1000 — then share it. Track your bundle streak and compare with other players.

ALL GAMES
👍 Like button on every game

Every game now has a thumbs-up button on the result screen. Like it if you enjoyed it, and see what % of players agree.

HUB
Games now organized by category

The hub now groups games into Word Games, Logic Puzzles, Strategy, Arcade, and Star Collection — with a filter bar to jump straight to your favorite type.

HUB
See what you've already played today

Game cards now show a ✅ if you've completed them today, so you can instantly see what's left to play.

HUB
Each game now has its own icon

Replaced the colored dots with unique icons for every game — so you can tell them apart at a glance.

WORDBACK · NUMBLE · GLYPHLE
Tiles now animate when you type

Letters bounce when typed and flip with a satisfying stagger when a guess is revealed. Makes the whole thing feel more alive.

CIRCUIT
Pipe tiles now rotate smoothly

Clicking a pipe segment now plays a quick rotation animation instead of instantly swapping — feels much more satisfying.

ALL GAMES
Bug fixes: Wordback share, Starline timer, and more

Fixed several issues found in testing: Wordback now has a share button and working input throughout, Starline's timer now waits for you to start, and some navigation bugs are resolved.

ALL GAMES
Light mode + better contrast across every game

Every game now has a dark/light mode toggle (top right corner). Your preference is saved across sessions. We also fixed contrast on several screens that were too dim to read.

ALL GAMES
Daily Challenge — same puzzle, every player, every day

Every game now has a ⚡ Daily Challenge button. Play the same level as everyone else, track your streak, and see how many people solved it. Word games also show a share grid and daily stats after each puzzle.

CIPHER
New game: guess the daily word

Classic 5-letter word guessing — 6 tries, green/yellow/gray hints. Play the same daily word as everyone else, or switch to Unlimited for endless rounds. Tracks your streak.

NUMBLE
New game: guess the math equation

Instead of a word, you're guessing a math equation — 6 tries, same color hints. Every guess must be a valid equation. Daily and Unlimited modes.

GLYPHLE
New game: guess the emoji sequence

Pick 4 emojis in the right order — 5 tries. Same green/yellow/gray feedback, but now you're reading emoji vibes instead of letters. Surprisingly tricky.

DOUBLEWORD
New game: two words at the same time

Two Wordle boards running simultaneously. Every guess applies to both. Solve one and it dims — you still have to crack the other. 7 tries total. Harder than it sounds.

WORDBACK
New game: Wordle but the hints lie

Gray means the letter IS in the word. Yellow means it's NOT. Green only unlocks as a lifeline after 3 guesses. If you hate certainty, this one's for you.

STARLINE
Race the clock — timer added

Each level now has a time limit. It scales with difficulty — later levels give you more time but the stars get trickier. How fast can you map the sky?

ALL GAMES
Added "More Games" button to every game

After finishing (or failing) any game, you can now jump straight back to the hub to try something else. No more dead ends.

HUB
Now live on hoshi.gg

The hub has a real home now. hoshi.gg — hoshi means "star" in Japanese, which felt right.

LIGHTS
Turns out we made it too hard. Fixed.
The last few levels had 10–12 required taps, which sounds fine until you realize a 12-tap Lights Out puzzle is basically unsolvable without a math degree. We capped it at 7 taps max — still genuinely challenging, just not unfair.

Also added a ? hint button that glows one solution tap yellow when you're stuck. It cycles through all solution taps if you keep pressing it. And there's now a proper completion screen when you finish all 12 levels instead of silently looping back to level 1.
PLAY LIGHTS →
NEON FLOW
Completely rebuilt from scratch — new mechanic
The old Neon Flow was path-drawing. It worked, but it was a bit too similar to Color Cascade. So we threw it out and rebuilt it as Gravity Drip: neon liquid pours down from colored emitters at the top, and you place angled deflectors (/ and \) to redirect the streams into matching colored drains.

Tap an empty cell to place a /, tap again for \, tap again to remove. You've got a limited deflector budget per level, so placement matters. 10 levels across 6×6 and 8×8 grids, up to 3 simultaneous colors.
PLAY NEON FLOW →
COLOR CASCADE
7 levels were mathematically impossible. We fixed all of them.
Yeah. Levels 10, 12, 15, 16, 18, 19, and 20 had ink budgets smaller than the minimum ink required to connect all the dots — meaning no solution existed. Level 12 was the worst: it needed 38 ink but only gave you 26.

All 7 are now redesigned from scratch using a solution-first approach — we draw the paths first, then set the dot positions from the result. Every level has been verified solvable before going live.
PLAY COLOR CASCADE →
COLOR CASCADE
Winning now feels good
Added a proper win celebration: a canvas glow burst where all your paths pulse and the dots expand in a sine wave over 850ms, followed by a ✓ SOLVED overlay that fades in with a subtle scale animation. Small thing, but it makes finishing a level feel satisfying instead of just… stopping.
PLAY COLOR CASCADE →
FLOOD
Doubled the levels, fixed the silent loop
Flood had 10 levels, and after finishing level 10 it just quietly reset to level 1 with no fanfare. Classic. We added 10 more levels (20 total), bumped difficulty from par 15 to par 19, and added a proper completion screen at the end with a Play Again button.
PLAY FLOOD →
NEON FLOW (OLD)
Paths weren't connecting and the win gate was broken
Two bugs in the old Neon Flow: (1) the path-commit check used object identity comparison instead of position comparison, so dragging a path never actually saved it; (2) winning required 100% grid fill, which made some levels impossible to complete even with all pairs connected. Win condition now triggers as soon as all pairs are connected — fill percentage just adds bonus stars.
ALL GAMES
4 new games — now 9 total
Added Merge (2048-style tile merging), Circuit (rotate pipe segments to complete the circuit), Flood (flood-fill territory from a corner), and Lights (classic lights-out toggle puzzle). Hub was redesigned with a mobile-first responsive grid, dark/light theme toggle, and proper how-to-play overlays on all four new games.
SEE ALL GAMES →
COLOR CASCADE
Fixed 3 more broken levels (and the loop-clear bug)
Color Cascade had a loop-detection mechanic that was incorrectly clearing your paths when they wound near their own start dot — not a real loop, just a false trigger. Removed entirely. Also redesigned levels 3, 5–8 which had unsolvable corner patterns (two colors alternating on the grid perimeter can't be routed without crossing — a topological constraint we now check before shipping levels).
PLAY COLOR CASCADE →
DRIFT
Harder levels + reset button
10 reworked levels scaling from 5×5 par-3 up to 7×7 par-8. Added a ↺ reset button in the d-pad center (also R on keyboard) so you can restart a level without refreshing the page. Early levels were too easy to bruteforce — the new set requires more deliberate planning.
PLAY DRIFT →
ALL GAMES
Color Cascade: ink limits, timers, and endless mode
Color Cascade levels 6–20 now have an ink budget — you can only draw so many cells before running out (backtracking is always allowed and refunds ink). Levels 6+ also add a countdown timer that gets tighter as you progress. Finish all 20 levels and you unlock endless mode: procedurally generated boards with a shrinking timer, tracked high score in localStorage.
PLAY COLOR CASCADE →