Pixel Blow Up

Tap to match, clear the board

Only for iPhone

Free · Designed for iPhone. Not verified for macOS.

iPhone

Pixel Blow Up runs on one rule: nothing can be reached until it is open from outside the board. Everything else in this game follows from that. Each level is a picture built out of food - a mushroom, a cookie, a slice of watermelon - laid out across the board as colored kegs. Tap a card and every keg of that color goes to work: a hard-hat crew races out and lights a fuse on each matching one. Clear the board and the picture takes its place on your shelf. The difficulty is reach. A keg walled in on every side cannot be touched, so the rim has to be peeled first, and each color you clear opens the road to the next. Choose the wrong color early and the middle stays sealed. ONE THUMB, NO DEXTERITY Tapping a card is the entire control. No swiping, no dragging, no reflex test. Portrait, one-handed, and the crew does the work. WHERE THE THINKING IS - Three, four or five slots depending on the level, and a crew keeps its slot until it has cleared every keg it can reach. - Three cards in hand with nine more showing behind them, so you can plan several moves ahead. - A card wearing a sleep mark has nothing it can reach yet. Open a way in and it wakes up on its own. - Fill every slot with crews that can no longer reach anything and you are stuck. Spend a recall to send one home and take the slot back, or restart the level. Clearing levels earns more recalls. - Five minutes on the clock per level - it is a floor, not a difficulty; even the hardest levels leave real time to spare. 140 LEVELS, 108 PICTURES Levels run from three colors up to six, and the later ones bury the easy openings. Nineteen pictures come back at a second or third difficulty, so clearing the easy cut of one is not the last you see of it. Every picture you finish takes its place on the shelf with your best time and your clear count under it. Fill the shelf far enough and upgrades open: quicker workers and crews that push out faster. Claiming an upgrade costs nothing - the number on the row is a threshold, never a price. LEADERBOARD Ranked by how many levels you have cleared, with a daily, a weekly and an all-time board. No sign-in - open it once and a name is picked for you, change it whenever you like. A FEW ONE-TIME HELPS Coins are earned only by clearing levels, never bought with real money, and they buy three one-time helps: see every card left in the deck, pull a reachable card to the front of your hand, or open one extra slot for the rest of the level. One use per help, per level. WHAT IS NOT IN IT - No ads. - No in-app purchases. - No account and no sign-in. - No energy meter and no lives. - Plays offline. SETTINGS THAT MATTER Colour-blind marks. Separate switches for sound effects, music and vibration. English, Simplified Chinese and Portuguese, picked up from your phone on first launch and changeable any time. One optional note a day, silent until you say yes. The crew is waiting at the edge of the board.

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A new look for six screens. The victory card was rebuilt from the ground up. The three result panels are solid now instead of frosted glass, the "faster than N% of players" badge sits joined to them as one piece, your star rating is bigger, and the picture you just cleared carries its own glow around the edge rather than sitting on a glowing card. The prize line is one line now, led by a small picture of what you just won. Asking for reminders stops asking twice. There used to be a card inside the game that asked whether you wanted one note a day, and then your phone asked you the same thing. That first card is gone. Your phone asks once, after you clear a level, and never when you open the game. The leaderboard's top three now wear gold, silver and bronze across the whole row, and your own row is marked with a tag instead of a dot after your name. The upgrade wall shows a crate on anything that still costs coins, so it is clear at a glance what you already own. The first-run lesson points with a real hand. The heads-up display during a level is tighter: the pause control is one button instead of two floating bars, and the speed and item buttons take a little less room. New art for the demolition yard - the site and the castle were both redrawn, and the crew's door and standing spots were measured against the new picture.

The developer, MSP AI, 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 Linked to You

    The following data may be collected and linked to your identity:

    • Identifiers
    • Usage Data
  • Data Not Linked to You

    The following data may be collected but it is not linked to your identity:

    • Location
    • Identifiers

Privacy practices may vary, for example, based on the features you use or your age. Learn More

The developer has not yet indicated which accessibility features this app supports. Learn More

Seller
  • MSP AI, LLC
Size
  • 18.8 MB
Category
  • Puzzle
Compatibility
Requires iOS 15.0 or later.
  • iPhone
    Requires iOS 15.0 or later.
  • iPod touch
    Requires iOS 15.0 or later.
  • Mac
    Requires macOS 12.0 or later and a Mac with Apple M1 chip or later.
  • Apple Vision
    Requires visionOS 1.0 or later.
Languages
  • English
Age Rating
4+
Copyright
  • © 2026 MSP AI, LLC