ArcFlush vs Final Fortress
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
ArcFlush
This game combines solitaire-style card removal with poker hand building. Strategically clear layered card formations to unlock new cards and build winning poker hands to achieve target scores and progress through unique stages.
- Layered card formations
- Solitaire card removal
- Poker hand building
- Unique stage themes
- Unlockable twists
- Collectible trinkets
- In-game shop
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Cards don't line up politely here. They're stacked in layers — the way mahjong tiles are stacked, except these are playing cards, and one of the maps is on fire. Which means there are two games sitting on top of each other: getting a card out of the pile, and knowing what to do with it once you have it. HOW IT WORKS · The map is a layered formation. Anything underneath is locked until you clear what's covering it, so every card you take decides what you're allowed to take next. That half is solitaire. · Play up to five of the cards you've taken as a poker hand. A pair is fine. A Flush is better. A Straight Flush means you planned ahead — or got lucky and will claim you planned ahead. That half is poker. · Beat the stage's target score, spend what you earned in the Shop, and do it again. And again. Until the target has grown a couple of digits and you're no longer certain which of your trinkets is doing the heavy lifting. WHAT'S IN IT · Every map is built around exactly one idea. Ice Lake freezes cards. Furnace sets them alight. Dark Pool turns the lights off and invites you to feel your way out. · Clear a map and its Twist unlocks: the same map, in a considerably worse mood. · Trinkets. Some add points. Some quietly rewrite a rule you'd assumed was permanent. The legendary ones turn up rarely enough that finding the right one feels like the run has decided to help you, just this once. · A Shop between stages, because a roguelite without a shop is just a difficult puzzle. · A tutorial that leaves quickly and waits in Settings in case you ever want it back. WHAT'S NOT IN IT · Ads. · In-app purchases. · A season pass, a battle pass, or a little bar that refills while you sleep. · An internet connection. This app has never phoned home and wouldn't know who to call. Buy it once and own all of it — every map, every trinket, every Twist. There is nothing else to sell you, and we are not going to think of anything. One deck, thirteen languages. Good luck.
Final Fortress
Engage in a unique match-3 puzzle experience set within an old terminal interface. Complete daily tasks by matching tiles to gather supplies, repair your last fortress, and uncover a compelling story. Enjoy a quiet, atmospheric game with dynamic sound and AI-driven challenges.
- Match-3 puzzle gameplay
- Fortress management and repair
- Story-driven log entries
- AI-driven challenge mode
- Dynamic, synthesized soundtrack
- View-only player station board
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Final Fortress is a match-3 puzzle. The whole game is the screen of an old terminal: green text, one cursor, and you, the commandant of the last fortress. It is a quiet game. A working console in the dark, the hum of the systems, static like rain. A watch takes fifteen or twenty minutes: do the day's tasks, read what came in, hand over. Nothing hurries you, and nothing happens while you are away. Come back after a week and the fortress is exactly as you left it. Match tiles to finish the day's tasks. Each task brings supplies. Spend them to repair the fortress: reactor, hydroponics, antenna, armory, infirmary. Every repaired system opens new missions. Match 4 or more to charge special tiles. They clear a line, a block, or every tile of one kind. Swap two charged tiles together and they fire as one bigger shape, up to the whole board. The board gets busier as you go: convoy crates that pay out at the bottom, sealed containers with a special tile inside, interference to clear layer by layer, burned sectors the tiles fall past. Some tasks ask for a pattern: decode a sequence in order, or fill a gauge in every column. AI Madness is a mode of its own, outside the fortress. Each shift bends the rules: boards up to 10 by 13, sometimes only three kinds of tile, cascades that barely stop, tasks that may be impossible. On an iPhone with Apple Intelligence, Apple's on-device model (Foundation Models) picks the shift's character and writes its line in the log. Nothing leaves the phone. Otherwise the terminal does the same on its own. Nothing is at stake and nothing is banked. Every shift has a code. Send it to a friend and they get exactly the same board. There is a story in the log: three acts, four threads, and the notes of the commandants who held the fortress before you. It comes a few lines at a time. Read it or skip it. The game never nags about it. Repair the antenna and you will see a board with other players' stations. It is view-only, there is no chat, and it updates once a day. When the story is over, the log keeps going quietly on its own. The music belongs to your fortress alone. The sound is synthesized live and seeded from your fortress, so your station hums like no other and never loops. The hum changes with what is running, with the hour of the night and with the weather outside. Each kind of tile has its own note, and a cascade climbs the scale. One extra room, The Long Dark, carries a call of its own. Three more stations use the instruments in your phone: a weather post that reads the barometer, an acoustic modem and a direction finder. A home screen widget shows your fortress at a glance, in StandBy too. No ads. No lives, timers, energy or streaks. No pop-ups, no push notifications, no accounts, no daily rewards to come back for. Run out of moves and the terminal just says the packet was lost. Try again, nothing is taken away. You can drop a task at any time. Most purchases are cosmetic only: screen colors, ambience rooms, strike sounds, custom names. One purchase, Support the Watch, buys nothing at all: it is a thank-you and nothing more. Nothing you can buy helps you play, and no purchase moves you up the board. Works offline, on iPhone and iPad. Fully playable with VoiceOver, with a flicker-free stable phosphor mode and a calm mode that softens the board's flashes and haptics.
Screenshots
Verdict
The clearest difference is price: Final Fortress at Free against ArcFlush's $2.99. ArcFlush's advantage is rating (4.6 vs 4.0) and in-app purchases (none vs 4). On ads, device support and iOS requirement 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
Final Fortress is free to download; ArcFlush costs $2.99 up front. Final Fortress sells 4 one-off in-app purchases. ArcFlush asks for nothing beyond the download.
ArcFlush holds the better App Store score, 4.6 against 4.0. That said, the two scores are not equally well evidenced: ArcFlush has 31 ratings behind it against 1, so its average is the more settled of the two.
ArcFlush ships an update every 2 days, Final Fortress weekly. The most recent releases landed on October 29, 2026 and October 25, 2026 respectively.
| Parameter | ArcFlush | Final Fortress |
|---|---|---|
| Price | $2.99 | Free — better |
| Rating | 4.6 (31 ratings) — better | 4.0 (1 ratings) |
| Positive reviews | 73.3% of reviews | — |
| Number of ratings | 31 — better | 1 |
| Update frequency | Every 2 days — better | Weekly |
| Ads | No | No |
| In-app purchases | No — better | Yes |
| Monetization | Paid | Free with in-app purchases — better |
| Best chart rank | #11 — better | — |
| Devices | iPhone, iPad | iPhone, iPad |
| Requires iOS | 17 | 17.0 |
| Further details — not scored | ||
| Size | 42 MB | 5 MB |
| Age rating | 4+ | 12+ |
| Developer | 欣宇 王 | Dmitrii Dark |
In-app purchases
ArcFlush
No in-app purchases
Final Fortress
- Amber Phosphor$0.99
- Emerald Phosphor$0.99
- The Long Dark$0.99
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- Memory Chip$2.99









