Driftleaf GAME
So the path rewrites itself while you watch. Come back to a square a second time and it sends you somewhere new. Loops untie themselves. A route that looked hopeless closes like a door.
You never touch the leaf. Before you release it you may turn three or four arrows — no more — and then you watch. The puzzle is not "draw the path". It is "build a current that will solve itself", and watching it run is the reward.
Sixty-three puzzles across four worlds
• Creek (2×1–5×5) — arrows and rocks, and the one rule everything else is built on.
• Whirl (5×5–6×6) — marble arrows that never turn, and whirls that turn the other way. Two spins on one board.
• Lily (6×6–7×7) — reaching the pond is no longer enough. Every lily has to be touched on the way.
• Delta (7×7) — everything at once, on the widest water, with the tightest budgets in the game.
And then it does not stop
The campaign teaches the vocabulary and ends. What follows is a creek that keeps going: a hundred and eighty more proven boards, whose difficulty rises and falls on a twelve-board wave instead of climbing for ever. You are never more than six boards from a breather, and never more than six from a fight.
One board a day
The same puzzle for everyone, changing at midnight. Finish it and you can say how it went — the taps it cost, the days you have kept — on a card that never shows the board, so it cannot spoil it for whoever reads it.
Each world has its own water
The creek starts cool and green, deepens as it turns, greens again among the lilies, pales where the delta widens, and runs into dusk downstream. The leaf, the rocks and the lilies never change colour: they are things in the water, not the water.
Every level is proved, not guessed
Each board was generated and then brute-forced: a solution exists, no cheaper solution exists, and there are never more than a handful. When the counter says three taps, all three are needed. That is why the budget is a hint rather than a resource.
A quiet game
No timers. No lives. No score. Fail and the water simply settles — your taps stay exactly where you put them, and you try the next idea. The only thing recorded is how few taps you needed. The daily keeps a streak if you want one, and forgets it without a word if you do not.
Free, with one short ad between every third level
• No purchases, no accounts, no analytics, no energy timers.
• A short video runs after every third level you clear, and you can choose to watch one for an extra tap when a board has you stuck — never more than twice, and never needed: every level is solvable within its printed budget.
• Your progress lives on your device and nowhere else; we run no servers and receive nothing about you.
• The puzzles need no connection. Offline, every level and language works normally and the ads are simply skipped.
• Full keyboard support, screen-reader labels, reduced-motion and dark themes.
• Ten languages: Turkish, English, German, French, Spanish, Portuguese, Italian, Japanese, Korean, Chinese.
Set the current. Drop the leaf. Watch.
dls 