The full story

Inside Matchforge

The landing page gives you the pitch. This one opens the hood. Here's how the board editor, the physics, the rule engine, and the cloud catalogue actually fit together — and why a creator platform is exactly the wrong place for energy timers.

  • Level creator
  • Custom physics
  • Cloud catalogue
  • No energy

// out now · iOS + Android · a creator-first social match-3 platform

No lives No energy No loot boxes No ads Buy once, own forever Every creator tool, day one

The creator loop

Four steps, then again, better.

Matchforge isn't a campaign you finish. It's a loop you live in — building, tuning, publishing, and reading the data to sharpen the next one.

  1. Build the board

    Paint a shape that isn't a boring rectangle. Drop in voids, walls, and spawn points, and set which way pieces flow — cell by cell if you want to get weird with it.

  2. Tune rules & specials

    Decide what counts as a match — line-4, line-5, L, T, angle, 2×2 box — and bind each shape to the special it forges. This is where a level gets its personality.

  3. Publish to the cloud

    Give it a title and metadata, then push it up under your creator name. It lands in the same searchable catalogue everyone else browses — no gatekeeper, no queue.

  4. Learn from the data

    Watch completion rate, attempts, and ratings roll in. See where players get stuck, tweak the board, and ship a version that's actually fair — or fiendishly not.

Matchforge gameplay on a phone: an active non-rectangular puzzle board mid-match, with the level's live metrics and timer along the top.
Gameplay — a live board with objectives and metrics.
Matchforge level editor on a phone: painter tools for placing cells, walls and spawn points, with rule and publish controls.
Creator mode — painter tools, rules, and the publish flow.

Systems in depth

The parts that make it a platform.

Six systems do the heavy lifting. None of them are held back behind a purchase — the whole toolkit is yours the moment you own the game.

// creator + painter

The creator + painter

The editor lives inside the game, not in a separate pro tier. You paint the board directly: lay down cells, carve out voids, place walls and spawn points, and set objectives. It's the same tool we use to make levels, handed to you unlocked.

// physics

Non-rectangular physics

Most match-3 games assume a grid where everything falls straight down. Matchforge doesn't. Boards can be any shape, with voids and walls interrupting the flow, spawn points feeding pieces from anywhere, and per-cell flow directions that route movement sideways or around corners. The physics is a design surface, not a fixed rule.

// match rules

Configurable match rules

What counts as a match is up to the level. Require classic line-4 and line-5, or demand L-shapes, T-shapes, angles, and 2×2 boxes. Each match shape can be tied to the special it produces, so two levels with the same pieces can play like completely different games.

// specials

Advanced specials & combos

Beyond the usual line-clears and bombs, Matchforge adds heli bombs and special-plus-special combinations that chain into bigger board reactions. Combining two specials isn't a bonus animation — it's a deliberate tool a creator can build a puzzle around.

// publishing

Cloud publishing

When a level is ready, it publishes to the cloud with your creator username and its metadata attached. From there it's downloadable by anyone. Your name rides along with every level you make — the catalogue is built out of the community, not curated by us.

// catalogue

The searchable catalogue

Discovery feels like browsing a marketplace, not tapping through a static map. Filter by board size, difficulty, ball count, ice, grass, rating, completion rate, attempts, or creator. The good stuff is findable, and so is the brutal stuff you're looking for at 1am.

No dark patterns

A creator platform is the worst place to hide the crap.

Energy timers, loot boxes, and paywalled tools make a little grim sense in a grind treadmill. In a platform built for making things, they're just sabotage. Nobody should hit a "wait 20 minutes" wall halfway through building their own level, and no creator tool should sit behind a checkout. So none of them do.

What we cut

In-app purchases
Pay-to-win mechanics
Subscriptions
Ads and interstitials
Data mining and tracking
Energy timers, lives, and loot boxes

What you get

Buy once, own forever
Every creator tool on day one
Build as much as you want
Your time is respected
Affordable, honest pricing
Built to be enthralling

Straight answers

Questions, minus the spin.

How much does it cost?

Matchforge is out now on iOS and Android for $0.99 — one price, the whole platform. No in-app purchases, no subscription; buy it once and it's yours.

Do I need to be a creator to enjoy it?

No. Building levels is the deep end, but you can happily live in the shallow one — the catalogue is full of levels other people made, filterable by exactly the challenge you're in the mood for. Play only, build only, or both. Your call.

Are there lives or energy?

No. No lives to run out of, no energy meter refilling in real time, no "come back in 20 minutes." You play — and build — as much as you want, whenever you want.

Loot boxes or ads?

None of either. No boosters to buy, no chests to gamble on, no ad breaks between attempts. You paid for the game once; that's the entire transaction.

Will my levels stay mine?

Yes. Every level you publish goes up under your creator name and carries it wherever it's downloaded. The catalogue is made of the community's work, and your name stays attached to yours.

Matchforge · out now

Design the board. Publish the challenge.

The whole creator platform, one price. Grab it and put a level of your own into the catalogue.