How it plays
Three rules, and then nine hundred and ninety variations
Rotate a tile
Every tile holds a piece of pipe. A tap swings it a quarter turn clockwise. Nothing is timed, nothing is lost, and you can turn any tile as often as you like.
Trace the route
The seed enters from the left edge and the flower waits on the right. Off-route tiles are dead ends, so a piece that leads nowhere is telling you something.
Earn three petals
Finishing is the first petal. Match the par move count for the second and beat the clock without a reset for the third. Petals unlock new colour palettes.
The campaign
A climb that is measured, not guessed
Every board is scored before it ships — on the rotations it needs, the length of the route, and the dead ends crowded around it. Chapters are built to that measurement, so the difficulty curve is a fact about the levels rather than a promise on a store page.
| Chapters | Levels | Grid | Difficulty |
|---|---|---|---|
| 1–2 · Seedling, Sprout | 1–60 | 4×4 → 5×5 | 1.0–1.8× |
| 3–5 · Shoot, Fern, Moss | 61–150 | 5×5 → 7×7 | 1.8–4.2× |
| 6–10 · Clover … Hedge | 151–300 | 8×8 → 13×13 | 4.3–17.9× |
| 11–17 · Willow … Ember | 301–510 | 13×13 → 25×25 | 18–85× |
| 18–29 · Cinder … Eclipse | 511–870 | 25×25 → 63×63 | 86–1,246× |
| 30–33 · Nebula … Everbloom | 871–990 | 64×64 | 1,255–3,043× |
Difficulty is given relative to level 1, on the same scale the level designer works in. The last chapter stops just short of the hardest board these tiles can express, so the climb never flattens out against a ceiling.
What is in it
Built for a minute on the metro or an hour on the sofa
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A new puzzle every day
One daily seed, the same board for every player, no connection and no account needed to receive it.
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Replay anything, any time
Level history keeps every board you have cleared with your best score, move count, and time, so you can go back and sharpen a record.
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Four gardens to grow into
Petals unlock the Dawn, Lagoon, Ember, and Moon palettes, and raise your garden rank from Sprout to Canopy.
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No timers, no lives, no waiting
Nothing refills and nothing runs out. Play one level or forty, whenever you feel like it.
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Plays with no signal
Every level is built on your device from a fixed recipe, so the whole campaign works on a plane or underground.
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Made to be readable
Sound and haptics can be turned off, reduced motion shortens the animations, and high contrast strengthens the board against the text. Up to a 25×25 grid every tile is its own touch target with its own screen-reader label; the largest boards are drawn as one surface and labelled as one.
Questions
Before you install
Does Bloomwire need an internet connection?
No. Every level is built on your device from a fixed recipe, so the whole campaign works on a plane, on the metro, or anywhere with no signal. Only the optional reward videos need a connection.
How many levels are there?
990 levels, grouped into 33 chapters of 30. Every one of them was designed and difficulty-tested individually, rather than rolled at random when you reach it.
Is Bloomwire free?
Yes. It carries adverts: a full-screen advert between levels, and optional reward videos you can choose to watch for a hint or to double the petals from a level. Nothing is locked behind a payment.
Do I need an account to play?
No. There is no sign-up and no profile. Your progress is stored on your device.
Does the difficulty actually increase?
Yes, and it is measured rather than guessed. Every board is scored on the rotations it needs, the length of the route, and the dead ends around it. The grid grows from 4×4 to 64×64 and the routes lengthen with it, so the last chapter is around three thousand times the work of the first.
Can I replay a level I have already finished?
Yes. Level history keeps every board you have cleared along with your best score, move count, and time, and you can go back to sharpen any record.