Grid Clash
Smart Moves. Sharp Mind.

Match-3 that
respects your time

200 levels across ten chapters, a daily board shared by every player, an endless tower run — and an undo button, because a puzzle game should let you think.

Free. Plays offline. No account, no sign-in, no in-app purchases.

200Levels
10Chapters
7Ways to play
0In-app purchases
Grid Clash mid-cascade with the Clash meter full

What makes it different

Most match-3 games are built to interrupt you. This one is built to be played.

An undo button

Because a puzzle game should let you think. Change your mind without losing the board or spending anything.

It tells you the truth

Lose a level and the solver replays it to tell you whether it was still winnable, and which move you missed. Sometimes the honest answer is "that board was gone" - and it says that too.

Fill the Clash meter

Long chains charge the Clash meter. Fill it and Overdrive doubles your score for five moves while the soundtrack switches gear.

Clash Memory

From level 101, fail a board and your previous attempt plays alongside you next time, so you can see exactly which move to change.

Beat it, master it, perfect it

From level 101, every board has three layers: clear it, meet its mastery challenge, then finish it within par - the move count the game's own solver needed on that exact board. None of them gates progress.

Plays offline

The whole game runs without a connection. Nothing to sign into, no account, no server. Your progress stays on your device.

A look at it

Real captures from the game, not mock-ups.

Overdrive: the Clash meter full, mid-detonation
Overdrive: the Clash meter full, mid-detonation
A chain resolving into a cascade
A chain resolving into a cascade
Two specials swapped together
Two specials swapped together
Ice, stone and a hazard door
Ice, stone and a hazard door
The Rift: rifts, mirrors and a board that turns
The Rift: rifts, mirrors and a board that turns
The Hunt: creatures on the board
The Hunt: creatures on the board
The Riftlord, first of five bosses
The Riftlord, first of five bosses
The mode hub
The mode hub
The title screen
The title screen
Embers spreading across the board
Embers spreading across the board

Seven ways to play

Every mode runs on the same board rules. Only the shell around them changes.

Campaign

200 levels across ten chapters

The first five chapters teach what the board is; the second five teach what it does while you are working on it. Every level is built on a tuned difficulty curve and balance-tested by a solver that plays all 200 of them before they ship.

Daily Clash

One board a day, the same for everyone

A single seeded board, identical for every player in the world, with a par score to beat and a streak to keep. Mutators bend the rules some days.

Clash Tower

An endless run, one relic per floor

Climb until you fail. Between floors you pick one relic from three, and you can raise your stake to multiply the payout you are risking.

Puzzles

Small boards with one exact answer

Clear it in N moves. Every puzzle is searched for and proved solvable by the solver before it ever reaches the app, so there is always a way.

Challenge

Send a friend your exact board

A short code carries the board seed and your move list. Your friend plays the same board and tries to beat your score - and can watch your run back through the real animations.

Daily Nightmare

One brutal board a week

Built from the late chapters with a mutator on top, and the same for every player that week. Opens once you reach level 101.

Gauntlet 101–200

Five late boards, one score

One board from each late chapter, back to back, each two moves tighter than the last, with no restart between them. Opens after level 200.

Levels 101–200

The first hundred levels teach what the board is. The second hundred teach what it does while you are working on it — and everything it is about to do is shown a move before it happens.

The RiftLevels 101–120Rift tiles that relocate after a cascade, gravity switches that turn the board over, mirror cells that re-fire any special that reaches them, and sections that turn on their own. Boss: The Riftlord. Every third move every rift on the board jumps.
The ForgeLevels 121–140A deep cascade leaves charged gems behind, worth more when you clear them, and a four-run makes an arrow aimed the way you swiped. Boss: The Architect. Every third move it puts a blocker back.
The HuntLevels 141–160Creatures on the board: a Muncher that eats the gem beside it, a Splitter a match only halves, a Mimic that steals colours, and a Guardian only a special gets through. Boss: The Twins. Two guardians, one life between them. Hurt one, hurt both.
The ParadoxLevels 161–180Your move plays itself again a few moves later, and rewind gates put the board back three moves. Plan several moves ahead. Boss: The Clock. Every sixth move the board falls a different way.
The Grand ClashLevels 181–200Everything at once - and Overdrive turns the board over as well. The last board asks for several objectives together. Boss: The Devourer. Every fourth move it eats a corner of the board.

Clear level 200 and two more things open: the Gauntlet, and a Mastery Map that scores seven skills from what you actually did rather than how far you got.

The specials

Match longer, get more. Swap two specials together and they fuse into something bigger — the Combo Lab in the game demonstrates every fusion on a live board.

BlasterMade with four in a line. Clears its whole row or column.
BombMade with a bent match. Detonates the 3x3 around it.
CrossMade with a six-gem bend. Row and column at once.
PrismMade with five in a line. Removes every gem of one colour.
VortexMade with seven or more. Pulls in a 5x5 diamond, then detonates.
ArrowMade with four in a line on a Forge board. Clears everything in front of it, aimed the way you swiped.

The mutators

The daily board, the tower and the weekly Nightmare bend the rules.

UpdraftGems fall upward and refill from the floor.
DrainNothing refills - every gem you spend is gone.
FogThe incoming rows are hidden until they land.
FrenzyEvery fourth clear leaves a blaster behind.
BrittleIce, stone and crates break in a single hit.

Built for everyone

All of these are in the main settings list, switched on in one tap. None of them are buried.

Detailed vibrationA distinct pulse per event rather than one buzz for everything.
Colour-blind marksA distinct glyph on every gem colour, not just a hue.
Reduced motionCuts shake, debris and the longer flourishes.
One-handed layoutBoard and controls shift into thumb reach.
Larger touch targetsFatter tap zones and a slower swipe threshold.
No timed levelsTimed levels convert to a move budget instead.
Board readoutThe whole board described in words, for a screen reader.
Forgiving livesLosing a level costs nothing. Only quitting does.

Grid Clash

A match-3 puzzle game with an undo button, a daily board shared by every player, an endless tower run and 200 levels across ten chapters. Free on Android.