02Now in testing · iPhone · A daily puzzle
Zenith

Fifty-five wells. Twelve figures. No well left empty.

Zenith is a tiling puzzle named for the sky. The field has fifty-six wells. Each day one is blanked out somewhere new, and twelve figures — Lyra, Cassiopeia, Cygnus and nine more — cover the other fifty-five exactly. There is no way to win except filling every one.

Coming soon to the App Store
Levels 1–3 free · No account · Plays offline · iPhone (iOS 16+)
Zenith on level five of today’s field: nine figures down and three left in the tray, the clock at 03:41
55Wells to fill
12Constellation figures
9Levels to climb
0Accounts
How it plays

One field a day, and nine ways to climb it

Everyone gets the same board. It is not sent to you — it is derived from the date, so two phones that agree it is Tuesday build the same field without exchanging a byte.

Privacy

Built to need nothing

The puzzle makes no network calls. Your cleared levels, your best times and the board you are halfway through all live on your phone and go nowhere else. There is no account to make, no email to give, and nothing to sign in to. Ads pay for the later levels, and a one-time purchase turns them off for good.

Questions
Is the board the same for everyone?

Yes. The date decides the field, so every phone builds the same one — and it turns over at your own local midnight rather than at a single moment worldwide.

Does it work on a plane?

The puzzle does, entirely. Ads need a connection, and when there isn’t one the levels simply open anyway — a puzzle you can’t reach because an ad server is down is worse than an unpaid unlock.

What does it cost?

Nothing to play. Levels one to three are always free; above that, a short ad opens the rest of the day, or a single purchase removes ads permanently. It is a one-time purchase, not a subscription.

Do you collect anything about me?

The game collects nothing and sends nothing. The ads do collect a device advertising identifier and rough location from your IP — the privacy policy says exactly what, and declining the tracking prompt leaves the game identical.

Are the puzzles always solvable?

Always, and that is checked rather than hoped for. Every field is proved tileable before it can be dealt, and the lower levels are proved to have exactly one solution.