Comparison

Stackbound vs SUNRIPE

Price, ratings, monetisation and update history for both games, side by side โ€” with what reviewers say about each.

Head to head
About

Stackbound

Features
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Stackbound is the block puzzle that finally gives you a reason to keep playing. Drop blocks on a 10x10 grid, clear rows and columns, and chain combos for huge scores - then turn every game into a roguelike run. Every few line clears you draft one of three relics: refill cleared columns, triple every fifth clear, bank gold, and dozens more that stack into wild combos. Survive deep enough and a boss floor appears, bending the rules with locked cells, shorter racks, or score taxes you have to play around. No two runs feel the same. A daily seeded run gives everyone the same board, so you can chase the top of your local leaderboard. Between runs, persistent meta progress unlocks new relics and grid skins that carry forward - the deck of possibilities grows the more you play. FEATURES - 10x10 block puzzle with satisfying row and column clears - Roguelike runs: draft relics, build synergies, push your score - Boss floors every ten floors that change how you play - Daily seeded challenge with a local leaderboard - Persistent meta unlocks: new relics and grid skins - Endless mode for a relaxed score chase - One-handed portrait play, dark mode, and Dynamic Type support - Play free, or unlock Premium once to remove ads forever and open every skin and bonus relic slot Free to play with optional ads. Go Premium with a single one-time purchase - no subscriptions.

About

SUNRIPE

Features
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THE ORCHARD DOES NOT CLOSE. No energy bar. No hearts. No message telling you to come back in twenty minutes. SUNRIPE opens exactly where you left it and stays open for as long as you feel like playing. That is not a generous gesture we might quietly take back in an update. It is the reason the game was built. MERGE THE WAY FRUIT ACTUALLY RIPENS Blossom, bud, green, ripe. Nobody has to teach you that order, because you already know it. Tap a tree for a blossom, drag one onto its twin, and the whole line comes up under your thumb until there is a crate of fruit where a handful of petals used to be. Five fruit lines: apples, pears, cherries, tangerines and melons. Crates and labels build the same way, out of flat pack and blank stock, because a packing floor needs something to pack into. A HILL YOU CLIMB, ONE FLOOR AT A TIME Five packing floors on one painted hill, each one a different room, a different fruit and a different thing to make. Fill the sheet and you are promoted: new board, new colour, new product. The map is the painting itself, so every floor you have finished stays a building you can point at. And the floor you left keeps working. Every floor behind you pays a fifteen percent cut on every order you fill from then on, so the climb adds up instead of starting over. BUILD THE PACKING STATION FIVE TIMES The station on your board is a merge chain of its own, and every rung of it hands you something you can see. A third order card. Then your own product line. Then a fourth card and another tree. Then the gift boxes. There is no experience bar in this game. The building is the bar. JUICE, JAM, POUCHES, TINS, SORBET Drag a ripe fruit onto the station and it comes back packed, and every floor makes something the floor before it could not. The stage you feed in decides what you get: ripe fruit becomes the everyday line, and the stage above it becomes a gift box. Two of anything packed merge into a case. Packed goods never go over. Packing is how you protect the fruit you are saving. NOTHING IS TAKEN FROM YOU Fruit left sitting at the top of the chain turns to compost, and compost feeds a tree and gives you charges back. It is a second economy, not a punishment. Close the app in the middle of a merge and every clock is caught up when you open it again. There is no fail state anywhere in this game, and no move you can make that ends a run. Trees run on charges, and charges only limit new fruit. They never stop you merging what is already on the board. An empty orchard is a puzzle, never a wall. FREE, AND NOTHING IN THE WAY No ads. Nothing to buy. No account, no sign in, no email address. It plays with the phone in aeroplane mode, because it never asks the internet for anything at all. Your orchard lives on your phone and nowhere else. Take your time. The fruit will wait.

Screenshots

Stackbound4 screens
SUNRIPE4 screens

Verdict

The call

The clearest difference is in-app purchases: SUNRIPE at none against Stackbound's 1. SUNRIPE also leads on ads (none vs shown) and device support (3 vs 1). On price there is nothing between them.

Scored on Price ยท Rating ยท Positive reviews ยท Number of ratings ยท Update frequency ยท Ads ยท In-app purchases ยท Monetization ยท Best chart rank ยท Devices ยท Requires iOS

CostPrice ยท In-app purchases ยท Ads ยท Monetization

Both are free to download. Stackbound sells 1 one-off in-app purchase. SUNRIPE asks for nothing beyond the download.

Scorecard4 real differences ยท 1 level
Stackbound versus SUNRIPE: the parameters behind the verdict, then further details
ParameterStackboundSUNRIPE
PriceFreeFree
AdsYesNo โ€” better
In-app purchasesYesNo โ€” better
DevicesiPhoneiPhone, iPad, iPod โ€” better
Requires iOS17.015.0 โ€” better
Further details โ€” not scored
Size4 MB11 MB
Age rating4+4+
DeveloperChristian PedersenLocal Marketing Group Pty Ltd

In-app purchases

1 purchases

Stackbound

One-time1
  • Stackbound Lifetime$4.99
None

SUNRIPE

No in-app purchases

Questions

Is Stackbound free?
Stackbound is free to download, with in-app purchases available.
Is SUNRIPE free?
SUNRIPE is free to download, with no in-app purchases.
Do Stackbound or SUNRIPE have ads?
Stackbound shows ads; SUNRIPE does not.

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