Orchard
The main run of levels, getting cleverer as you go.
- Hand-designed boards
- New fruit as you progress
- Pick up where you stopped
A mobile puzzle game — phone-sized, plays offline
Match the fruit, clear the board, watch the whole thing fall into place. One minute or forty, whichever you've got.
Everybody knows how this game works before they open it. Apples go with apples. Pears go with pears. Line up three and they disappear; line up four and something slightly better happens. We did not set out to reinvent that, because nobody has ever asked for matching puzzles to be reinvented. They ask for one that feels good in the hand.
So that is the part we fuss over. How heavy a fruit feels when you drag it. How long a cascade takes to finish before the board hands control back to you. Whether the sound of a cleared row is still pleasant on the four hundredth time, or whether you reach for the mute switch on the sixtieth. Most of the work on a game like this is tuning things by a tenth of a second and then arguing about it.
APPLES & PEARS is made for the four minutes between things. The queue, the platform, the kettle, the last stretch of a train that has gone underground. That last one matters more than it sounds: the game keeps running with no signal at all, and your progress waits for you instead of asking the internet's permission. A puzzle that stalls on a loading spinner in a tunnel is not a puzzle, it is a reminder that you have no bars.
Levels get harder the way a decent crossword does — not by taking your time away, but by giving you a board that needs a second look. Somewhere around the point where you start planning two moves ahead instead of one, the game quietly stops being something you fill time with and becomes something you came back for.
Clearing levels unlocks things: new fruit, new boards, bits and pieces for the basket you are slowly filling. We like unlockables that change what is on screen rather than numbers that go up in a menu. If you earn something, you should be able to see it the next time you play.
That is the whole pitch. No grand claims, no manifesto about the future of casual gaming. A fruit-matching game that respects your thumb, your battery and your four spare minutes — and a small team that would genuinely like to hear what you think of it.
Match three to clear, line up more for bigger breaks, then watch the fruit above drop into the space and set the next match off by itself. The satisfying bit is the chain you didn't plan.
One hand-built board each day, the same one for everybody playing. Clear it, keep your streak, come back tomorrow for a different shape of problem.
Levels unlock new fruit, new backdrops and collectables for your basket. Everything you earn shows up on the board instead of in a spreadsheet.
Tunnels, planes, the dead patch halfway home. Levels and progress live on the phone, so the game starts when you tap it and not when the connection comes back.
A few pictures from the making of the game and the playing of it.
Same fruit, three different moods.
The main run of levels, getting cleverer as you go.
One board a day, the same for every player.
No countdown, no pressure — clear the board in your own time.
Modes and unlockables are still being tuned, so what you see here may look a little different by the time you play it.
Yes. Levels and your progress sit on the phone, so you can play underground, on a plane or with data switched off. The daily challenge needs a connection once to fetch that day's board.
Not to play. You can open the game and start matching. Signing in is only there if you want your progress to follow you to another phone.
Only if you want it to be. Orchard levels and Quiet Picking have no countdown; the daily challenge resets once a day, but you take as long as you like with it.
We're not putting a date on it yet — we'd rather ship it tuned than ship it Tuesday. Send us a message below and you'll hear from us when it's ready.
Early access, feedback, a question about the game, or a better name for the pear — this is where it reaches us.
Thanks for writing — someone from the team will get back to you shortly.
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