| Core Identity |
| Developer | SikYi Chan | Spica | Do More Mobile, LLC. | Do More Mobile, LLC. | Still57 | Easybrain Ltd | Easybrain Ltd | VM Mobile Team |
| Category | Games | Games | Games | Games | Games | Games | Games | Games |
| Platform | Android, iOS | iOS, Android | Android, iOS | Android, iOS | iOS, Android | iOS, Android | iOS | iOS |
| Store Metrics |
| Rating | 3.0 / 5 | 4.8 / 5 | 4.5 / 5 | 4.7 / 5 | 4.7 / 5 | 4.6 / 5 | 4.8 / 5 | 4.5 / 5 |
| Ratings Count | 1 | 18,396 | 1,719 | 3,084 | 20,228 | 190,336 | 1,816,450 | 741 |
| Price | Free | Free | Free | Free | Free | Free | Free | Free |
| Release Date | Oct 23, 2017 | Mar 7, 2011 | Apr 13, 2011 | Mar 27, 2009 | Sep 27, 2017 | Mar 8, 2019 | Mar 30, 2017 | Apr 21, 2016 |
| Last Updated | Mar 10, 2025 | May 30, 2021 | May 26, 2025 | Apr 24, 2025 | Apr 14, 2026 | Feb 23, 2026 | Mar 24, 2026 | Apr 13, 2026 |
| Sentiment & Reviews |
| Sentiment | positive | positive | mixed | negative | positive | negative | negative | - |
| Score | 78/100 | 75/100 | 55/100 | 35/100 | 68/100 | 35/100 | 22/100 | - |
| Praises | - Classic logic-based gameplay provides a satisfying mental workout for casual puzzle enthusiasts
| - Classic minesweeper mechanics provide a reliable and nostalgic brain training experience for long-term users
| - Classic minesweeper mechanics provide a reliable and nostalgic brain training experience for casual players
| - Classic logic-based puzzle gameplay provides a satisfying mental workout for long-term fans
| - Classic Gameplay & Customization
- Offline Capability
| - Core Gameplay Enjoyment
- Relaxing Experience
| | - |
| Complaints | - Aggressive difficulty scaling between modes creates an artificial barrier for intermediate players
| - Unbalanced difficulty scaling between game modes creates a frustrating experience for casual players
| - Intrusive full-screen advertisements disrupt the flow of gameplay and frustrate long-term users
| - Aggressive monetization and subscription paywalls alienate users who previously purchased the ad-free experience
| - Excessive Advertising
- IAP Restoration Issues
| - Excessive Advertising
- UI/UX Limitations
| - Excessive Ad Frequency
- Malicious Ad Content
| - |
| Requests | - Social competitive features would allow friends to challenge each other in speed-solving matches
| - Social features including competitive battle modes would increase engagement through friend-based challenges
| - Customizable mine count settings would allow players to adjust the difficulty to their personal skill level
| - Customizable board settings would allow players to balance mine density and difficulty progression
| - | - | - | - |
| Strategic Intel |
| Strengths | - Offline-first architecture ensures utility in low-connectivity environments
- Minimalist UI reduces cognitive load for casual users
| - Offline-first architecture enables play in low-connectivity environments
- Global leaderboard system creates a competitive retention loop
| - Offline-first architecture enables uninterrupted play sessions
- Global leaderboard integration drives repeat-play loops
| - Offline playability sustains engagement in low-connectivity environments
- Custom difficulty settings allow for granular progression control
| - Guess Free Mode logic engine
- Deep cosmetic progression (50+ themes)
- Strong offline play support
| - Massive user base (1M+ ratings) providing high social proof
- Advanced live-ops engine with Tournaments and Seasonal Events
- Clean, minimalist design that appeals to casual users
| - Massive scale (1.8M+ ratings) providing high ASO authority
- Strong live-ops via Seasonal Events and Daily Challenges
- Clean, preferred UI for core Sudoku gameplay
| - |
| Weaknesses | - 0.7★ rating gap between iOS and Android suggests platform-specific stability issues
- Aggressive ad frequency disrupts core gameplay loop
| - Unbalanced difficulty scaling creates a progression wall
- Ad-supported model relies on intrusive creatives that degrade user satisfaction
| - Ad-frequency triggers high-volume churn in long-term cohorts
- Touch-input sensitivity causes accidental game-ending errors
| - Subscription model alienates legacy purchasers
- Input sensitivity regressions disrupt high-level play
- Difficulty scaling relies on luck rather than logic
| - Aggressive interstitial ad frequency
- Broken IAP restoration for ad removal
- Guess Free Mode still in Beta status
| - Aggressive ad strategy interrupting active gameplay
- Lack of zoom/scroll functionality for large grids
- Alienating reward structure changes (keys/books system)
| - Aggressive mid-game ad interruptions
- High $18 ad-removal price point
- Lack of Dark Mode for night-time play
| - |
| Pricing | freemium | freemium | freemium | freemium | freemium | freemium | freemium | free |
| Momentum | Zombie | Zombie | Zombie | Zombie | Steady | - | Maintenance | - |
| Update Cadence | 4 versions, ~965d avg | 5 versions, ~879d avg | 5 versions, 2 majors/6mo, ~387d avg | 5 versions, 3 majors/6mo, ~697d avg | 5 versions, 4 majors/6mo, ~131d avg | - | 2 versions, ~29d avg | - |