Tide & Stone: Block Puzzle
A quiet daily grid to clear
Free · In‑App Purchases · Designed for iPad. Not verified for macOS.
Chain clears back to back and the combo multiplier takes over. Twenty chapters to work through, a daily board everyone plays, and a weekly leaderboard to climb.
Tide & Stone is a block puzzle that rewards the setup. Anyone can clear one line. The game is built around the drop that takes out two at once and leaves the board ready for the next one.
Eight-by-eight grid, three stones in the tray at a time, and no clock anywhere in it.
How the scoring works
Two lines in a single drop pay more than the same two cleared one after the other. Every placement that clears something keeps your combo alive and raises what the next one is worth. Badges wait at combo eight and combo sixteen for players who go hunting for them.
Getting good at it
The combo resets on any placement that clears nothing, so the tempting quick single is worth a second look when a second line is one piece away. When the tray is down to three legal placements the game says so, and re-rolling the whole tray usually beats forcing a piece in and hoping. On Daily your limit is thirty pieces rather than a clock, so a placement that clears nothing costs you more there than anywhere else.
Three ways to play
Path runs twenty chapters and two hundred boards, each with a score to reach. Miss the target and you lose the attempt and nothing else. Clear it and the board stays marked as cleared on the path.
Daily is one board, thirty pieces, one attempt, and the same board for everyone playing that date. Spend the thirty and the run is scored whether you finished it or not. Your last seven dailies stay in the archive, each with its score and whether you cleared it.
Endless hands you an empty board and lets it run until it locks up. Leave mid-run and it waits exactly as you left it. Its Game Center board resets weekly.
When the board gets tight
A chip appears once the tray is down to three legal placements and tells you how many are left, so a run never ends on a move you did not know was your last. If it jams anyway, you are offered whatever you still hold: a swap to re-roll the tray, an undo to step back, a swap bought with sand you earn by playing, or one more swap for an ad. The run ends only when there is nothing left to pull.
What you keep
Sand is earned by playing and spent on boosters (undo, swap and hint), streak freezes and themes. Tidewater, Dusk, Frost and Ember each recolor the entire app rather than one accent. Twenty-two badges mark the runs worth keeping.
The home screen draws a field of tide contours from today's date, so tomorrow opens on a different shape. Once a board starts, that artwork drops away and the grid has the screen to itself.
What it costs
Tide & Stone is free to play. Ads run in the break between boards, and a banner sits along the bottom of Home, the Shop, Settings and the Leaderboard. The board itself stays clear of both, and a one-time purchase removes the ads between boards and the banner. Sand can be bought if you would rather not earn it, and an ad is always optional: for sand in the shop, to double a first clear, to refill a booster, to hold a streak, or for that extra swap on a jammed board. The sand route to each stays open, and nothing is time-gated behind a purchase.
Plays offline, needs no account. Game Center leaderboards for Daily and Endless read in full or narrowed to your friends, and any finished run can be shared as a card.
Built to be read your way
Turn on Differentiate Without Color and every piece carries a shape as well as a color, so color is never the only signal. Reduce Motion stills the tide and swaps the springs for crossfades. The whole game is drawn for a dark interface, and every piece can be placed with a tap instead of a drag.
Made by a small family-owned studio in Chicago.
Ratings & Reviews
Ads now load for players who choose not to allow tracking. iOS had been blocking those ad requests, which left the banner empty.
The banner on Home, the Shop, Settings and the leaderboard now shows from your first launch, instead of appearing only after your first game. Because of that, the ad consent form and Apple's tracking prompt now appear when you first open the game. You can decline either one and play exactly the same.
If you already own No Ads, for example after reinstalling the game, the Shop now shows it as owned rather than offering it to you a second time.
The developer, Velcairn Studios LLC, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .
Data Used to Track You
The following data may be used to track you across apps and websites owned by other companies:
- Identifiers
- Usage Data
Data Linked to You
The following data may be collected and linked to your identity:
- Location
- Identifiers
- Usage Data
- Diagnostics
Data Not Linked to You
The following data may be collected but it is not linked to your identity:
- Location
- Usage Data
- Diagnostics
Accessibility
The developer has not yet indicated which accessibility features this app supports. Learn More
Information
- Seller
- Velcairn Studios LLC
- Size
- 26.1 MB
- Category
- Puzzle
- Compatibility
Requires iOS 17.0 or later.
- iPhone
Requires iOS 17.0 or later. - iPad
Requires iPadOS 17.0 or later. - Mac
Requires macOS 14.0 or later and a Mac with Apple M1 chip or later. - Apple Vision
Requires visionOS 1.0 or later.
- iPhone
- Languages
- English
- Age Rating
4+
- 4+
- Contains
Advertising
- In-App Purchases
Yes
- Starter Pack $3.99
- Jar of sand $7.99
- Sack of sand $14.99
- Pouch of sand $1.99
- No Ads $2.99
- Copyright
- © 2026 Velcairn Studios, LLC


