Neon Fit Glow Block Puzzle
A neon block puzzle with 150 hand made levels across five worlds.



Drag blocks onto a 10 by 10 grid and clear rows and columns. Journey mode runs 150 hand made levels through five neon worlds, each with its own goal to solve, and Classic mode is the endless score chase with no timer at all.
Neon Fit started as a classic block puzzle: a 10 by 10 grid, three pieces at a time, no timer, no wrong move you cannot take back. That mode is still there as Classic, with best score tracking and themes that change as you climb.
Journey mode is the longer game. It runs 150 levels grouped into five worlds of thirty, and every level asks for something specific: clear a number of lines, break the stones, reach a score, land a combo. Every tenth level is a boss, and finishing one reveals a piece of that world's picture in the gallery.
Each world also brings a mechanic the one before it did not have. Cells that light up when you cover them, cracked stones that take two clears to break, meteors that count down and crash into stone if you ignore them, glitches that copy themselves across the board while you work. Elements carry forward, so a late level can combine several at once.
The board is drawn by a single fragment shader rather than a grid of widgets, which is what makes the glow, the underlight and the line clear effects possible at full frame rate on a phone. Free on iOS and Android, with an optional subscription that removes ads.
How it was built
The first version was a score chase and nothing else, and it ran out of reasons to keep playing at about the twenty minute mark. Journey mode was the answer, but 150 generated levels felt like 150 of the same level, so they were laid out by hand instead, one board at a time.
Hand made levels bring a harder problem: how many moves should each one allow? Guessing produces levels that are either trivial or unfair, and playing all 150 by hand to find out is not practical. So the tuning is done by simulated players. A population of bots at different skill levels plays every level many times over, and the move budget comes from the measured first try win rate rather than from an opinion. That is how the difficulty curve stays gentle early, tightens toward each boss, and leaves most losses close enough to feel worth another try.
Highlights
150 hand made levels
Five worlds of thirty, each ending in a boss level.
A new element per world
Lights, cracked stones, meteors and glitches, each introduced on its own.
Picture gallery
Every win reveals one more piece of the world's artwork.
Classic mode
The endless score chase, no timer, no pressure.
Block styles
Seven ways to draw the pieces, from neon glass to pixel.
Undo and rotate
Take a move back or turn a piece before you place it.
Questions and answers
- Is there a time limit?
- No. Neither mode has a timer, and you can take as long as you like on every move.
- What is the difference between Journey and Classic?
- Journey is 150 levels with a goal and a move budget each. Classic is the endless grid where you play until no piece fits.
- What happens after level 150?
- The worlds come back as remix rounds. The same boards return with a new piece order and a tighter move budget each time around.
- Do I need an account?
- No. Progress is kept on the device and the game works offline.
- Is it free?
- Yes, on both stores. It is supported by ads, and an optional subscription removes them.
- Which platforms?
- iOS and Android.
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