SolveSwipe

SolveSwipe

Swipe into quick puzzles

0 ratings
Free

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Details

  • Released
  • Updated
  • July 8, 2026
  • August 25, 2026

Features

SolveSwipe screenshot #1 for iPhone
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About

SolveSwipe is a tactile puzzle arcade built for short breaks. Swipe the feed for a surprise or open Arcade to choose from seventeen compact puzzle styles, set Easy, Medium, or Hard, and keep favorite games close. Play sudoku, nonograms, memory match, color flood, logic challenges, block and sort puzzles, Mahjong, One Move Wonder, matchstick equations, Slide 15, Flow Links, Prism Relay, Circuit Garden, One Safe Cell, Binairo, and Hashi. Every first solve now builds visible progress. Earn XP, unlock twelve achievements, and review personal bests, favorites, and recent solves in a private history stored on this iPhone. XP is progress only — there is nothing to buy or spend. Come back to Today for a Daily Mix of four puzzles shared by every player. Your exact progress is saved on your iPhone, and completing all four keeps your local daily streak alive. The feed adapts using simple signals stored on your device: what you solve, skip, like, or ask to see less often. There is no account, setup, tracking, advertising, analytics, or long tutorial before the first move. SolveSwipe Plus is an optional one-time purchase that unlocks One Move Wonder, Flow Links, Prism Relay, and Circuit Garden. The free puzzle feed, Arcade catalog, progress, achievements, and Daily Mix stay available without a subscription. Solve. Swipe. Come back tomorrow.
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What's New in SolveSwipe

1.7

August 25, 2026

A PUZZLE ON YOUR HOME SCREEN The widget shows one puzzle a day, the same one for everybody, and it works out the board from the date - so it needs nothing from the app and can never fall out of step with it. SOUND Placing a piece, finishing a board, and the run of a streak now sound like something. Off in Settings if you would rather they didn't. TEXT THAT FOLLOWS YOUR SIZE Every label scales with the system text size, and at the larger sizes the feed gets out of the board's way instead of crowding it. BOARDS YOU CAN ACTUALLY READ Seven boards were hard to read in the dark: empty cells sat at the same brightness as the board under them. That is fixed at the root, in the colours themselves, rather than board by board. The marks the game makes are fixed too. A selected sudoku cell, a wrong answer and the lines around each 3x3 box were all fainter than the hairlines between cells - in both themes. They are solid now, and a wrong answer arrives with a sound and a shape as well as a colour, so it reaches you even when you are looking at the number pad instead of the board. A DIFFICULTY THAT MEANS SOMETHING The difficulty on a card used to be the difficulty asked for. It is now the difficulty of the board you actually got, measured by solving it.

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