No revenue estimate for APPLE — its rating/review counts don't calibrate to sales the way Steam's do. Reviews and prices only.
SUN … FLOWER … POT One word sits in the middle and finishes them both. That's the whole game. Connect Them is a cosy word puzzle about the links hiding between everyday words. , no adverts. Just you, a warm cup of a puzzle, and a small owl called Otto who wears reading glasses and means well. THREE WAYS TO PLAY Daily — five links, once a day. Build a streak, then share the result without spoiling a single answer. Blitz — two minutes on the clock. How many can you link before it runs out? Cozy Endless — no clock at all. Keep going until three slip past you. OVER 1,500 PUZZLES Every link is a real compound word or a phrase people actually say, checked against real-world usage rather than pulled from a dusty dictionary. The Daily walks a fixed order, so nothing repeats until you've seen everything — more than a year of puzzles. EARN YOUR HINTS Hints cost corn, and corn is earned by playing well. Solve without help and you're paid more. String answers together and the bonuses grow. Come back tomorrow and there's more waiting. Stuck is always temporary. BUILT TO BE HEARD Connect Them was designed with VoiceOver in mind from the start, not bolted on afterwards. • Every puzzle, button and score reads clearly with VoiceOver • Results, hints and corn are announced as they happen • Focus moves to each new puzzle automatically • The answer submits itself on the last letter — no hunting for a button • Extra time in Blitz when a screen reader is running, so the clock is fair • Prefer to play with your eyes closed? Turn on Read Puzzles Aloud and the game narrates every clue in its own voice, at a speed you choose NO ADVERTS. NO IN-APP PURCHASES. NO ACCOUNT.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the App Store price pass of Sep 9: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Ratings
Each storefront's own ratings counter and average — separate, overlapping audiences, never added together.
14 of 15 markets; the rest gave no counter or aren't reached yet, not markets where nobody rated it.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Aug 24 → 0.14/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days App Store · Top Paid · Japan has just 11 day-to-day chart moves that followed a price cut, against 2,669 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
SUN … FLOWER … POT One word sits in the middle and finishes them both. That's the whole game. Connect Them is a cosy word puzzle about the links hiding between everyday words. , no adverts. Just you, a warm cup of a puzzle, and a small owl called Otto who wears reading glasses and means well. THREE WAYS TO PLAY Daily — five links, once a day. Build a streak, then share the result without spoiling a single answer. Blitz — two minutes on the clock. How many can you link before it runs out? Cozy Endless — no clock at all. Keep going until three slip past you. OVER 1,500 PUZZLES Every link is a real compound word or a phrase people actually say, checked against real-world usage rather than pulled from a dusty dictionary. The Daily walks a fixed order, so nothing repeats until you've seen everything — more than a year of puzzles. EARN YOUR HINTS Hints cost corn, and corn is earned by playing well. Solve without help and you're paid more. String answers together and the bonuses grow. Come back tomorrow and there's more waiting. Stuck is always temporary. BUILT TO BE HEARD Connect Them was designed with VoiceOver in mind from the start, not bolted on afterwards. • Every puzzle, button and score reads clearly with VoiceOver • Results, hints and corn are announced as they happen • Focus moves to each new puzzle automatically • The answer submits itself on the last letter — no hunting for a button • Extra time in Blitz when a screen reader is running, so the clock is fair • Prefer to play with your eyes closed? Turn on Read Puzzles Aloud and the game narrates every clue in its own voice, at a speed you choose NO ADVERTS. NO IN-APP PURCHASES. NO ACCOUNT.
Stats
How fast this game is gaining ratings — the activity signal available where a store publishes no sales or install numbers.
Measured from our own daily snapshots, not reported by the store. Deliberately not converted into sales: a one-tap rating's ratio to copies sold is unknown on this platform, and guessing it would be worse than leaving it out.
Media
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