| Core Identity |
| Developer | LEAP BILISIM TEKNOLOJILERI VE YAZILIM TICARET ANONIM SIRKETI | wooga | G5 Entertainment AB | Mytona | Playrix | Azur Interactive Games Limited | Haiku Games Co | Guru Puzzle Game | Popcore GmbH |
| Category | Games | Games | Games | Games | Games | Games | Games | Puzzle | Games |
| Platform | Android, iOS | iOS, Android | iOS | Android, iOS | Android, iOS | Android, iOS | iOS, Android | Android, iOS | Android, iOS |
| Store Metrics |
| Rating | 4.9 / 5 | 4.6 / 5 | 4.3 / 5 | 4.3 / 5 | 4.7 / 5 | 4.6 / 5 | 4.8 / 5 | 4.9 / 5 | 4.4 / 5 |
| Ratings Count | 5,797 | 323,988 | 93,416 | 94,786 | 214,225 | 267,687 | 19,893 | 129,130 | 216,362 |
| Price | Free | Free | Free | Free | Free | Free | Free | Free | Free |
| Release Date | Dec 29, 2025 | Dec 23, 2021 | Feb 20, 2014 | Jul 30, 2015 | Apr 28, 2020 | Nov 20, 2019 | Dec 21, 2018 | May 9, 2024 | Mar 18, 2022 |
| Last Updated | Apr 4, 2026 | Apr 15, 2026 | May 5, 2026 | Apr 3, 2026 | Apr 30, 2026 | Apr 17, 2026 | Apr 15, 2026 | Feb 4, 2026 | Apr 10, 2026 |
| Sentiment & Reviews |
| Sentiment | positive | negative | mixed | mixed | mixed | mixed | - | positive | - |
| Score | 75/100 | 32/100 | 45/100 | 45/100 | 45/100 | 55/100 | - | 75/100 | - |
| Praises | - Relaxing hidden object gameplay without stressful timers keeps casual players engaged daily
- Sophisticated artistic detail and vibrant color palettes create an immersive visual experience
| - Engaging Narrative
- Relaxing Experience
| - Engaging hidden object gameplay provides a rewarding challenge for long-term players
| - Engaging Gameplay
- High-Quality Graphics
| - Absence of forced advertisements allows for uninterrupted and immersive gameplay sessions
| - Relaxing Gameplay
- Visual Quality
| - | - Relaxing hidden object gameplay provides a calming experience for users seeking stress relief
| - |
| Complaints | - Aggressive advertisement frequency disrupts the flow of gameplay for non-paying users
- In-app purchases to remove advertisements fail to function as expected after payment
| - Aggressive Monetization
- Technical Instability
| - Excessive in-game pop-ups and advertisements interrupt the core gameplay flow
| - Excessive Ads
- Technical Bugs and Crashes
- Loss of Progress
| - Forced transition from hidden object gameplay to match three mechanics alienates long-term players
| - Excessive Advertising
- Forced Timers and Lives
| - | - Excessive ad frequency and duration disrupt the flow of the core gameplay experience
| - |
| Requests | - Regular content updates are needed to provide more levels for long-term players
| - | - Simplified account recovery and progress transfer tools for new devices
| - | - Optional toggle to prioritize hidden object gameplay over match three mechanics
| - | - | - Implementation of playable ads to improve the experience of mandatory advertisement breaks
| - |
| Strategic Intel |
| Strengths | - Relaxation-focused timer-free loop drives daily habit retention
- High-fidelity artistic detail differentiates visual experience from competitors
| - Strong 1920s thematic consistency
- Weekly episodic content updates
- Deep social integration via Detective Clubs
| - 13-language library functions as a B2B distribution moat into international markets
- Offline-first architecture removes connectivity-based acquisition barriers
| - 10-year content library and established lore
- Unique multi-genre puzzle integration (Match-3 + HO)
- Strong social 'Guild' infrastructure
| - Cohesive mystery atmosphere drives initial engagement
- Renovation meta-loop provides long-term aesthetic goals
- Team-based card exchange creates community accountability
| - High rating volume (521k+) establishing market trust
- Robust offline play capability
- Massive 1,000+ level library
| - | - Relaxing, timer-free core loop sustains high user ratings
- High-quality visual assets drive long-term engagement
- Seasonal event structure reinforces daily active habits
| - |
| Weaknesses | - Broken ad-removal purchases erode trust and revenue
- Aggressive ad density triggers high-frequency user complaints
- Limited level library leads to rapid content exhaustion
| - Frequent ad-related crashes
- Perceived pay-to-win progression balance
- Unresponsive customer support
| - 45/100 sentiment score driven by ad-frequency complaints
- Late-stage progression difficulty spikes force IAP-gated churn
| - Critical technical bugs causing progress loss
- Aggressive ad frequency (30s ads per 90s play)
- App crashes and loading screen failures in recent versions
| - Forced match-3 pivot alienates hidden-object purists
- Technical instability post-update causes black screens
- Aggressive difficulty spikes create pay-to-win perception
| - Aggressive monetization (60s ads) causing high user friction
- Restrictive timers that contradict the 'relaxing' brand promise
- Lack of narrative or meta-game depth for long-term retention
| - | - High ad frequency disrupts gameplay flow
- Technical instability during ad-loading causes session abandonment
- Lack of genuine offline support frustrates data-conscious users
| - |
| Pricing | freemium | freemium | freemium | freemium | freemium | freemium | freemium | freemium | free |
| Momentum | Intense | Active | Steady | Active | Active | - | Active | Maintenance | Intense |
| Update Cadence | 5 versions | 3 versions, 1 majors/6mo, ~12d avg | 3 versions, 2 majors/6mo, ~18d avg | 2 versions, 2 majors/6mo, ~0d avg | 5 versions, 5 majors/6mo, ~12d avg | - | 5 versions | 2 versions, ~8d avg | 5 versions |