| Core Identity |
| Developer | Do More Mobile, LLC. | Spica | Vitaliy Melnyk | Dustland Design | Fanatee | Easybrain Ltd | VM Mobile Team |
| Category | Games | Games | Games | Puzzle | Games | Games | Games |
| Platform | Android, iOS | iOS, Android | iOS, Android | Android | Android, iOS | iOS | iOS |
| Store Metrics |
| Rating | 4.7 / 5 | 4.8 / 5 | 4.7 / 5 | 4.8 / 5 | 4.7 / 5 | 4.8 / 5 | 4.5 / 5 |
| Ratings Count | 3,084 | 18,396 | 1,406 | 31,596 | 283,379 | 1,816,450 | 741 |
| Price | Free | Free | Free | Free | Free | Free | Free |
| Release Date | Mar 27, 2009 | Mar 7, 2011 | Mar 1, 2019 | Jun 13, 2020 | Mar 8, 2017 | Mar 30, 2017 | Apr 21, 2016 |
| Last Updated | Apr 24, 2025 | May 30, 2021 | Apr 8, 2026 | May 7, 2026 | May 5, 2026 | Mar 24, 2026 | Apr 13, 2026 |
| Sentiment & Reviews |
| Sentiment | negative | positive | - | - | mixed | negative | - |
| Score | 35/100 | 75/100 | - | - | 35/100 | 22/100 | - |
| Praises | - Classic logic-based puzzle gameplay provides a satisfying mental workout for long-term fans
| - Classic minesweeper mechanics provide a reliable and nostalgic brain training experience for long-term users
| - | - | - Educational crossword mechanics provide a relaxing and mentally stimulating daily habit for long-term players
| | - |
| Complaints | - Aggressive monetization and subscription paywalls alienate users who previously purchased the ad-free experience
| - Unbalanced difficulty scaling between game modes creates a frustrating experience for casual players
| - | - | - Aggressive ad frequency and intrusive ad behavior disrupt the core gameplay loop post-update
| - Excessive Ad Frequency
- Malicious Ad Content
| - |
| Requests | - Customizable board settings would allow players to balance mine density and difficulty progression
| - Social features including competitive battle modes would increase engagement through friend-based challenges
| - | - | - Permanent ad-free purchase option requested to replace the current high-cost monthly subscription model
| - | - |
| Strategic Intel |
| Strengths | - Offline playability sustains engagement in low-connectivity environments
- Custom difficulty settings allow for granular progression control
| - Offline-first architecture enables play in low-connectivity environments
- Global leaderboard system creates a competitive retention loop
| - | - | - Narrative-driven world progression sustains long-term retention
- 11-language library functions as a B2B distribution barrier
- Trivia-based crossword mechanics provide a high-frequency daily habit
| - 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 | - Subscription model alienates legacy purchasers
- Input sensitivity regressions disrupt high-level play
- Difficulty scaling relies on luck rather than logic
| - Unbalanced difficulty scaling creates a progression wall
- Ad-supported model relies on intrusive creatives that degrade user satisfaction
| - | - | - Aggressive ad frequency disrupts the core gameplay loop
- Technical instability post-update causes loading failures
- No permanent ad-free purchase option for loyal users
| - Aggressive mid-game ad interruptions
- High $18 ad-removal price point
- Lack of Dark Mode for night-time play
| - |
| Pricing | freemium | freemium | freemium | free | freemium | freemium | free |
| Momentum | Zombie | Zombie | - | - | Active | Maintenance | - |
| Update Cadence | 5 versions, 3 majors/6mo, ~697d avg | 5 versions, ~879d avg | - | - | 5 versions, 5 majors/6mo, ~16d avg | 2 versions, ~29d avg | - |