| Core Identity |
| Developer | Shanghai Zhenglang Technology Co., Ltd. | Supertreat | BELKA GAMES | GHOST STUDIO Co., Limited | Happibits | Tripledot Studios |
| Category | Games | Games | Card | Games | Games | Games |
| Platform | iOS, Android | Android, iOS | Android | iOS, Android | iOS, Android | iOS, Android |
| Store Metrics |
| Rating | 4.7 / 5 | 4.8 / 5 | 4.5 / 5 | 4.7 / 5 | 4.6 / 5 | 4.7 / 5 |
| Ratings Count | 4,217 | 477,547 | 199,657 | 169,510 | 9,735 | 864,175 |
| Price | Free | Free | Free | Free | Free | Free |
| Release Date | Jun 2, 2024 | Jun 21, 2017 | Sep 22, 2020 | Oct 9, 2018 | Sep 6, 2022 | Dec 11, 2017 |
| Last Updated | Apr 29, 2026 | Apr 9, 2026 | Dec 29, 2025 | Apr 29, 2026 | Apr 9, 2026 | May 19, 2026 |
| Sentiment & Reviews |
| Sentiment | - | mixed | mixed | mixed | - | positive |
| Score | - | 53/100 | 55/100 | 45/100 | - | 85/100 |
| Praises | - | - Engaging Gameplay
- Mental Stimulation
| - Core solitaire gameplay provides a relaxing and enjoyable experience for long-term players
| - Merging mechanics and side games provide a relaxing and enjoyable core gameplay experience for casual players
| - | - Relaxing offline experience
|
| Complaints | - | - Aggressive Monetization
- Technical Ad Issues
| - Excessive advertisement frequency post-update disrupts the flow of the core gameplay loop
| - Frequent and intrusive advertisements disrupt the flow of gameplay and frustrate long-term users
| - | |
| Requests | - | - | - Improved responsiveness from the support team regarding account access and technical issues
| - Cross-device progress synchronization is required to prevent data loss when switching hardware
| - | |
| Strategic Intel |
| Strengths | - Narrative rescue-mission loop differentiates from generic solitaire clones.
- Offline play capability preserves DAU in non-connected usage environments.
| - Exclusive IP integrations (Popeye) driving seasonal interest
- Tangible 'idle' harvest loop rewarding return sessions
- Strong brand recognition with over 2.6M total ratings
| - Offline-first architecture preserves ad-inventory in low-connectivity markets
- 25-venue progression provides clear long-term goals for casual players
| - Merge-puzzle meta-layer increases session length
- Offline play removes friction for acquisition
| - | - Offline-first architecture sustains engagement in low-connectivity markets
- High-frequency daily puzzles drive consistent daily active habit
|
| Weaknesses | - Lack of competitive social features limits long-term retention.
- Static content delivery fails to match live-ops cadence of market leaders.
| - Aggressive coin-sink at high levels causing 'pay-to-win' perception
- Technical instability in the ad-reward system (freezing)
- Lack of social 'Clubs' or collaborative features
| - 0.7★ rating gap on Android vs iOS
- High-frequency ad complaints post-update
- Aggressive monetization forces perceived pay-to-win progression
| - Subscription tier above casual-game median
- Technical instability erodes daily active habit
| - | - Ad-only monetization model limits revenue per user
- Lack of meta-progression causes churn among power users
|
| Pricing | freemium | freemium | freemium | subscription | freemium | free |
| Momentum | - | Maintenance | Zombie | Active | Intense | Maintenance |
| Update Cadence | - | 2 versions, ~1d avg | 1 versions | 5 versions, 3 majors/6mo, ~9d avg | 5 versions | 5 versions, ~40d avg |