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- The lose condition — shapes drift in from the edges toward the core; one reaching it ends the run. It was never stated, which made the whole thing hard to picture.
- A "Charge, overpressure, regret" section — the charge/drain/overcharge tension gets a paragraph of its own instead of one sentence, plus the "nothing is on a timer except you" line.
- Richer environments — each one now says what it does to your blast, not just to the physics, and names the background it comes with.
- Materials — triangles, squares, polygons, circles in neon and metal, and that metal only reacts to some blasts. That is what makes the Magnet modifier make sense.
- A new "Score the pile-up" section — I read sim/score.dart for this: you score per shape actually moved, plus a bonus per fracture, and shapes thrown into each other extend a combo window that pushes the multiplier to 4×. So aiming beats over-charging, which is the real strategy and was missing entirely.
- More of the shell — palettes switchable mid-run, per-environment best scores, three quality levels, haptics scaled to blast size, iPhone/iPad.
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What's New in Puff
1.0.4
October 13, 2026





