Pulog vs Skorm
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
Pulog
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Push your way to victory — one clever shove at a time. PULOG is a push-based logic puzzle with two very different ways to play: outthink an opponent in the strategic Classic game, or lose yourself in the fast, endless solo puzzling of Crusher Mode. CLASSIC PULOG — Outsmart, don't out-click • Push a row or column from the edge to slide your stones toward the open space — but only if you hold the majority there. • The board rewards planning: every move shifts exactly one space, so nothing is ever left to chance. • Surround the red stone on all four sides with your color to win. • Play against a friend, or take on an AI that actually plans ahead. • Rewind any move with the Steps counter, or shuffle up a brand new board with Randomize. CHALLENGE MODE — Six AI, six mountains • Face all six AI difficulty levels back-to-back, each one tougher than the last. • No undo, no bailing out partway — beat them all, or start over. • New music unlocks as you climb, with something special waiting at the top. CRUSHER MODE — NEW! Push, match, chase the high score • A solo puzzle, no opponent: push any stone in any direction and watch it — and its neighbors — go flying until it hits something. • Line up 3 or more matching stones to crush them for points. Chain reactions feel great. • Colors ease in gradually, wave by wave, until the full board is in play. • Clear every color and only the red stone remains — burst it for a bonus, bigger the faster you clear the board. • It never really ends: waves keep coming, and your score keeps climbing until you decide to stop. • Watch for the occasional hazard stone — it visibly cracks under pressure as its countdown ticks toward zero. • Fast fingers? Push more than one stone at once. • Chase your best runs on the High Scores list and Game Center leaderboard. No timers pressuring you between sessions, no pay-to-win — just push-based puzzling, your way.
Skorm
Engage in a turn-based strategy combat game on a hexagonal grid. Master ancient warfare tactics with shieldmen, archers, and horsemen to outmaneuver your opponents. Win by eliminating the enemy Warlord or capturing the central Gold Tile.
- Hexagonal grid battlefield
- Realistic combat strategies
- Ancient warfare tactics
- Play against friends or AI
- Multiple win conditions
- Diverse unit types
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Step onto the battlefield with Skorm, the next evolution of strategy board games. With a hexagonal grid and realistic combat strategies, it is the perfect balance of tactical depth and battlefield realism. Master ancient warfare, play against your friends, and dominate AI players. Skorm reimagines classic strategy board games like chess by using pieces and movements that mirror real world troops and combat. The game is based on the combat strategies of ancient armies, allowing players to control a troop of shieldmen, archers, and mounted soldiers. Players can employ real world tactics such as employing phalanx maneuvers, forming shield walls, volleying arrows over foot soldiers, and overwhelming opponents with strategic cavalry charges. The objective of the game is to achieve victory through strategic movement, clever positioning, and tactical decisions. Players can win by either eliminating the opponent's Warlord, or by capturing the central Gold Tile with their Warlord. Game Components: Each player starts with 15 pieces, including 5 Shieldmen, 5 Archers, 4 Horsemen, and 1 Warlord. Board: The hexagonal board features a top-down view, and players start with their Warlords at opposite corners. The colors of the tiles are not important to game play, except for the Gold Tile which is an important part of winning the game. Game Rules: Setup: • The starting player is randomly selected. • Each player takes turns placing their pieces on the board in a configuration of their choice within their designated starting area. Turn Structure: • After all the pieces have been set, players begin to take turns moving their pieces. • The first player to move will be the player that did not place the final piece on the board. • During a turn, a player can first perform unlimited rotations, and then must perform one of the following actions as detailed below: move, shoot, or capture. A player must move, shoot, or capture even if that results in them moving into danger. If a player is physically unable to perform one of these actions their turn ends after they have had a chance to perform any rotations.) Rotation: • At the beginning of each turn, any number of Shieldmen can be rotated for defiance, facing any of the six directions prior to moving a piece. • Once a shieldman has moved, he may rotate to face any direction prior to ending the player's turn. • The shieldmen are impervious to attack from the direction they are facing. This means Archers cannot shoot shieldmen facing their direction, and they cannot be captured from the direction they are facing (unless a horseman side-steps first). Shooting: • Archers can choose to either move or shoot but not both. • They can shoot any piece within a two-piece radius in a straight shot, and may shoot over the top of friendly or enemy pieces. • Archers cannot shoot Shieldmen facing in their direction but can shoot over their heads. Movement: • Players may move one piece per turn unless they have chosen to shoot instead. • Archers and Shieldmen can move one space in any direction. • Horsemen and Warlords can move one or two spaces in any direction. (Horsemen and Warlords may not “jump over” occupied tiles. They also may not move one tile and then return to their original tile in the same turn.) Capture: • Shieldmen, Horsemen, and Warlords may capture an opponent's piece by moving to their tile. The captured piece is removed from the game. • Shieldmen are impervious to capture in the direction they are facing. Players can win by: • Eliminating the opponent's Warlord, even if they move their Warlord into danger to do so. • Having their Warlord capture the central Gold Tile and surviving the opponent's immediate next move. • Capturing the Gold Tile with their Warlord when the opponent has only their Warlord and three other pieces left. This is an automatic win and the opponent does not get a next move in this scenario.
Screenshots
Verdict
The clearest difference is update cadence: Skorm at every 7 months against Pulog's every 31 months. On price, ads, in-app purchases and device support there is nothing between them.
Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS
Both are free to download. Neither carries in-app purchases, so what you see is what you pay.
Pulog ships an update every 31 months, Skorm every 7 months. The most recent releases landed on September 21, 2026 and September 10, 2026 respectively.
| Parameter | Pulog | Skorm |
|---|---|---|
| Price | Free | Free |
| Rating | — | 5.0 (2 ratings) — better |
| Number of ratings | — | 2 — better |
| Update frequency | Every 31 months | Every 7 months — better |
| Ads | No | No |
| In-app purchases | No | No |
| Monetization | — | Free |
| Devices | iPhone, iPad, iPod | iPhone, iPad, iPod |
| Requires iOS | 15.6 | 15.1 — better |
| Further details — not scored | ||
| Size | 262 MB | 76 MB |
| Age rating | 4+ | 4+ |
| Developer | Norbert Makk | Loki Investments LLC |
In-app purchases
Pulog
No in-app purchases
Skorm
No in-app purchases









