KAMIKAZ
English / Français
Block puzzle · Android

KAMIKAZ

Stack. Explode. Survive.

Clearing a row is not how you win. It is how you survive long enough to set off something much bigger.

Android 9 and up. English and French. No account.

A game of KAMIKAZ in play: the board filling up, a bomb and an ice block waiting, the detonator along the bottom.

Three gestures, and you can play

Drag

Move the piece from one edge to the other.

Tap

It turns a quarter turn.

Flick down

It drops. That is the whole control scheme.

You will have it in ten seconds. The rest is what you do with it.

Blocks that do something

About one block in three carries a rule. Land one next to another and the board comes apart in a single move instead of six.

a mine with a lit fuse

Bomb

Goes off when the pressure around it builds, and takes its neighbours with it.

a lightning bolt

Charge

Widens any blast that reaches it. Two well-placed charges change the reach of the whole board.

a six-armed snowflake

Ice

Takes two hits. What it costs you is time, and time is the thing in short supply.

an arrow pointing both ways

Beam

Answers to a cleared line rather than to an explosion. It is a different plan entirely.

a wrapped sweet

Sweet

Broken, it pays a bonus. Always. It is the one block on the board worth going out of your way for.

A gauge, and you decide how to spend it

The detonator is not a button with one job. It arms one of four payloads, and you choose which.

  • Set off every bomb on the board.
  • Sweep the rows.
  • Purge a colour.
  • Double what your next pieces score.

Knowing which one to save it for is most of the game.

An upgrade every couple of levels. They stack, so no two runs are built the same.

Faster charging, wider blasts, more lives, softer landings. The run you finish is never quite the one you started.

Four modes, four questions

Not four difficulties. Each one asks something different.

The game modes screen: the daily challenge with its three attempts at the top, then Classic and Frenzy.

Classic

How far can you get? Endless, until the floor starts rising and gives it an ending.

Frenzy

Can you hold on? A new row is pushed in from underneath every few seconds, from the very first piece. You dig down against something pushing up.

Time attack

How much can you take in three minutes? The board is not the threat. The clock is.

Ghost

Are you better than you were? Your own best run plays beside you, block for block, and you race it.

A daily challenge

The same pieces for everybody, every day, three attempts. The day itself deals the deck.

Which means the only thing separating two players is how they played it. Nowhere else in the game is the comparison this exact.

Play your friends, face to face

Your card is a QR code. Show it, a friend scans it, and their leaderboard fills up with the people they have actually met.

Hand them one of your runs and it becomes a duel. Their turn to do better.

Measure yourself against the world

A world leaderboard for each of the four modes, and a separate one for the daily challenge.

Scores are checked before they go up. The place you take is a place you earned.

Three attempts, and the same pieces for everybody.

What the game does not do

No account

Nothing to create, nothing to remember. Install and play.

No ads, no analytics

No ad network, no tracker. There is nothing to opt out of because there is nothing there.

Offline

The whole game works without a network. Leaderboards are an option, off until you switch them on.

What leaves when you switch leaderboards on, and what never does, is set out plainly in the privacy policy.

Also in the box

  • Twenty-two badges, from your first cleared row to the ones that take weeks.
  • A daily reward, with a streak to keep alive.
  • A day look and a night look.
  • The whole game in English and French.
The KAMIKAZ menu in the night look.
The same menu in the day look.
The badges screen: three of twenty-two earned, each with its progress.
A game in the day look: the board filling up, two bombs waiting.