How to play Dot Lagoon
Three simple rules, then a new idea every few chapters. Here is everything you will meet in the lagoon.
The rules
Connect
Swipe through neighboring orbs of the same color: up, down, left or right. No diagonals, and your finger stays on the screen.
Close a square
Loop your line back onto itself. Every orb of that color on the board clears at once, and a big loop also pops what is inside it.
Reach the goal
Each level asks for something: collect colors, crack crusts, sink anchors. Finish before your moves run out, and moves left over turn into bombs.
Every mechanic in the lagoon
Straight from the game’s Learn cards. Each one arrives in its own tutorial level, so you never meet it unprepared.
Basics

Path
Without lifting your finger, link same-color orbs across and up or down. Only horizontal and vertical steps count.
First seen: World 1, level 1

Square
Close the path and every orb of that color goes. A rectangle or a big loop counts as a square too.
First seen: World 1, level 3

Loop blast
Everything left inside a big loop pops. A salt crust inside the loop takes two hits in one turn.
First seen: World 1, level 10
The board

Wall
Walls can't be crossed or broken; go around them. The cells under a wall refill from their own top.
First seen: World 1, level 14

Gap
No orbs land in gaps; paths go around them.
First seen: World 1, level 18
Blockers and layers

Salt Crust
Connect the orb on the crust and it cracks. A square hits every crust under that color once.
First seen: World 1, level 11

Sand
Pop an orb next to it and the sand shrinks a layer. In a square, every orb removed next to it hits the sand.
First seen: World 1, level 31

Spill
Connect the orb on a spill and it is wiped away.
First seen: World 1, level 51

Cage
A caged orb can't be linked; pop an orb next to it to open the cage.
First seen: World 2, level 61

Dew
If your path touches dew, the whole path gets wet.
First seen: World 2, level 81

Hedge
A hedge is trimmed only by a square next to it or a blast.
First seen: World 2, level 111

Glass pane
Glass breaks only in a blast.
First seen: World 3, level 141

Container
Pop orbs next to a container; each turn removes one layer.
First seen: World 4, level 221
Collectibles

Anchor
Anchors can't be linked; connect the orbs below and it sinks. It is collected as soon as it reaches a green arrow on the bottom row.
First seen: World 1, level 21

Sea Glass
Every square sinks the sea glass one row.
First seen: World 3, level 181
Special orbs

Bomb orb
When a bomb orb joins your path, it blasts the 3×3 around it. The blast also hits the salt crust and sand under it.
First seen: World 1, level 17

Wild orb
A wild orb matches any color.
First seen: World 2, level 101

Beam orb
A beam orb clears its whole row or column when connected.
First seen: World 3, level 161
Boosters

Hammer
Tap the hammer, then an orb; it costs no move. One orb short of a square? Use the hammer.
First seen: World 1, level 7

Bomb Start
Pick it on the goal card and two bomb orbs join the board.
First seen: World 1, level 17

Shuffle
The orbs are mixed up again; it costs no move.
First seen: World 1, level 18

+5 Moves
Adds five moves when you are about to run out.
First seen: World 1, level 19
How difficulty works
Every board is tested by bots before release, and every level can be beaten without boosters. “Hard” and “Very hard” labels are shown before you play, and a level you have already opened never gets harder later.
There is no “near miss” design: we never tune levels so that you narrowly lose. If you lose the same level a few times in a row, help grows step by step and every step is shown on screen. Offers and spending never change difficulty.
Ready to play?
- Coming soonApp Store
- Coming soonGoogle Play
Coming soon to iPhone and Android.
