One line. Every cell. In order.

1 2 3 4 5

This is level 14 of the first chapter. Reach the numbers in order and fill all 25 cells. Drag back over the line to erase.

1 / 25

Go on — drag from the 1. In the app, every cell clicks under your finger.

Coming to the App Store
iPhone iPad iOS 18

How it works

Three rules. That’s the whole game.

01

Drag one unbroken line from 1 to the last number.

02

Reach the numbers in order — no skipping ahead.

03

Fill every open cell. Drag back over the line to erase.

The climb

Six chapters. A hundred and fifty levels.

Every chapter takes the whole app with it. The board, the buttons and the line all shift to its colour, so a screenshot tells you how far in you are — and the last chapter is almost colourless on purpose.

First Light

Learn the line

4×4 → 5×5 · no walls

Detour

Room to wander

5×5, 5×6 · up to 2 walls

Crossroads

Choose well

6×6 · up to 2 walls

Bottleneck

Tight squeezes

6×6, 6×7 · 2–4 walls

Labyrinth

Walls everywhere

6×7, 7×7 · 3–6 walls

Singular

One way only

7×7 · 5–8 walls

Two puzzles you can’t crack shouldn’t wall off a hundred you could. The next chapter opens after ten solves, not twenty-five — and a locked row always tells you exactly what it wants.

Level design

The last chapter has only one answer.

Every level is built from the answer outwards. A real route is found first, then the numbers are dropped onto it — so a level that cannot be solved is physically impossible to produce.

Difficulty is measured, not guessed. The solver counts every solution a board has, and that count is the difficulty. A 6×6 with forty ways through is a warm-up; one with three is an evening.

And the curve is a selection, not a sequence. Around four thousand candidates were generated and scored, then each chapter’s twenty-five were picked evenly across its band. Nothing was left in because it happened to come out of the generator.

Which leaves Singular: twenty-five boards, verified, where the line you find is the only line that works.

The same 150 levels ship on every device. No server, no daily shuffle, nothing generated behind your back — so level 3–24 is the same puzzle for you as for everyone else.

Feel

Designed around the drag.

Free to start

Fifty free. €3.99 for the other hundred.

First Light and Detour — fifty puzzles — are free, with nothing withheld inside them.

One payment opens the remaining hundred and the four harder chapters. No subscription, no ads, and no upsell in the middle of a puzzle.

Every device

Your progress follows you.

Solved levels, best times and flawless badges sync through your own iCloud, so the iPad picks up where the iPhone left off.

If two devices solved the same level, the faster time wins and the badge survives. The unlock restores on all of them.

Ten languages

All of it translated.

Not just the menus — the rules, the banners and the small line of encouragement when a chapter opens.

English Deutsch Español Français Italiano 日本語 한국어 Português Русский 简体中文

Private by design

No accounts. No ads. No analytics.

Sikku collects nothing — no tracking, no advertising, no third-party SDKs, nothing to sign up for. Its privacy manifest declares no collected data at all.

Your progress is yours: on your device, and in your iCloud.

Read the full privacy policy →

More from us

Same promise, different puzzle.

Support

Questions? Ideas? A level that feels wrong?

Sikku is made by one person who reads every email. Bug reports, feature requests, or a board you think is unfair:

dresende@thinkdigital.pt