
Unravel this creepy-crawly match-3 adventure and unveil haunted castles that will leave your spine tingling! Explore vast levels and buy upgrades from the sinister shop to aid you in your travels. Enjoy a spellbinding soundtrack while you explore each of the 120 huge match-3 levels.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Just the pinnacle of gaming which is match 3
Super
Very addictive
Very nice :)
I've had no problems playing this on the Steam Deck so far!
This really scratches the Match-3 itch for me. A variety of pieces and mechanics (and currencies) but it doesn't feel too mobile-y or pay-to-win. Surprisingly addictive. I especially like that you can choose whether to play in time-limited mode or move-limited mode.
I love all the Jewel Match and Jewel Match Solitaire games by Suricate Software and Grey Alien Games.
You don't have to meet a deadline, unlrss you want to.
Fun and relaxing : ]
[h1]Ryan George Style Pitch Meeting:[/h1] THE SETTING: The meeting takes place inside a colossal, hollowed-out pumpkin that is currently hurtling through a neon-purple wormhole at speeds that make the fundamental laws of physics feel deeply uncomfortable and frankly insulted. The interior walls are lined with ornate, Victorian mirrors that do not reflect your current face, but instead show a slightly more tired version of yourself from three weeks ago trying to remember if you left the oven on. The Publisher and Designer are seated on velvet thrones made entirely of solidified shadow that occasionally whispers "your turn" in a very judgmental, passive-aggressive tone. In the center of the room, a singular, massive match-3 jewel rotates slowly, emitting a low hum and shedding shimmering dust that smells faintly of old library books and unearned confidence. Every time the Publisher likes an idea, a ghostly butler manifests out of thin air to hand him a silver platter containing a single, lukewarm grape. The air is thick with the sound of a pipe organ playing a three-note loop that seems to be getting louder and more aggressive the more you try to ignore it, creating a vibe that is 10% "spooky Halloween" and 90% "impending administrative deadline." Publisher: So, you have a casual puzzle game for me that’s actually a high-stakes psychological endurance test? Game Designer: Yes, sir, I do! It’s called Jewel Match Twilight, and it’s going to be the most beautiful way to feel completely overwhelmed! Publisher: Oh, I love being overwhelmed. It makes me feel like I’m doing something important! Game Designer: Exactly! Now, first, let’s talk about the presentation. It is stunning. The animations when you switch between boards are so lovely, it’s like your eyeballs are being hugged by a velvet ghost. Publisher: Oooooh, velvet ghost hugs are tight! Game Designer: They sure are! And we’ve got these QOL features that are just fantastic. You can move the board around! You can buy extra moves! It’s all very considerate. Publisher: Wow wow wow. Wow. So it’s a super relaxing experience then? Game Designer: Oh, absolutely not! It’s the opposite of relaxing! It’s actually a nightmare wrapped in a daydream! Publisher: What? Game Designer: What? Publisher: Well, okay then! Game Designer: Great! So, here’s the thing: we give the player these massive, 13-minute time limits for the levels. Publisher: 13 minutes? That’s plenty of time! That’s basically forever! Game Designer: You’d think so! But then we introduce the Mahjong levels. They’re filled with a cluttered mess of tiles that are so visually confusing, it’s like trying to solve a puzzle while someone is holding a disco ball two inches from your face! Publisher: Can you rotate the board to see the tiles better? Game Designer: No! That would be too easy! You just have to guess which tile is on top! And if you guess wrong and hit a "no moves" situation—which will happen because the perspective is a lying liar—you have to shuffle. Publisher: And shuffling is free because we’re being nice, right? Game Designer: Whoops! Publisher: Whoopsie! Game Designer: No, shuffling costs 30 seconds! So you spend twelve minutes carefully removing hundreds of tiles, you hit one snag, you shuffle, and suddenly the clock hits zero and you're just... finished! Immediately! Publisher: Oh my god. Game Designer: And the best part is the power-ups. Or rather, the lack of them! We just don't give them to you for a long time, making the game feel pretty dull and confusing. Publisher: Keeping people bored and confused is a very brave marketing strategy! Game Designer: It’s what we’re going with! (Suddenly, a side-hatch in the pumpkin pops open and Dr. Zoidberg scuttles in, wearing a very small top hat pinned to his head with a rusty fork.) Dr. Zoidberg: Greetings, wealthy land-dwellers! I was looking for the dumpster behind a Five Guys, but I found this pitch meeting instead! One art, please! Publisher: Zoidberg? What are you doing here? Dr. Zoidberg: I’m the new "Frustration Consultant"! My expertise is in being rejected and confused! Also, I brought a plate of blue crackers! They are mostly made of cardboard and regret! (He begins scuttling in a wide circle around the shadow-thrones) Woop-woop-woop-woop-woop! (The wormhole ripples violently, and the entire main cast of Hotel Transylvania tumbles into the pumpkin, landing in a heap of capes and anxiety.) Dracula: Blah-blah-blah! I am outraged! This three-note music loop is a hate crime against my ears! It’s not even a good loop! It's like an asset-flip quality reskin of a real song! Mavis: Dad, be nice! Although, he's right, the Mahjong tiles are so cluttered I can't even see my own lack of a reflection! It's like looking into a junk drawer from the nineteenth century! Frank: I tried to match five jewels and nothing happened! I’m so confused I think my stitches are coming loose! Why do match-fives do nothing?! Wayne the Wolf: I have 300 children and even I find this time limit unnecessarily stressful! It’s total chaos! I’m howling at the UI! Murray the Mummy: I’ve been wrapped in bandages for thousands of years and I’ve never felt as claustrophobic as I do looking at this cluttered board! Griffin (Invisible Man): You guys can see the tiles? I can’t even see myself, and yet I still can't tell which piece is active! It’s a very invisible problem! Eunice: FRANK! Why are we in a giant pumpkin with a scuttling lobster?! This perspective is terrible! I can't tell if that's a tile or a smudge on my glasses! Dracula: (Ignoring the chaos, staring intensely at Zoidberg) Wait... a pink, shell-covered creature who thrives on rejection, lives in a dumpster, and creates "no move" scenarios just by standing there? You are magnificent! How would you like to be the Head of Guest Relations at my hotel? Dr. Zoidberg: A job? With a roof? And perhaps a half-eaten sandwich as a signing bonus?! I can finally afford that fancy dirt I saw on television! Woop-woop-woop-woop-woop! Johnny: Whoa, Drac, is he part of the "Drac-Pack" now? Because his scuttling is, like, totally "Oooooh, tight!" Publisher: Hey! That’s my line! Game Designer: Hey, shut up! We're trying to finish the pitch! Publisher: Well, okay then! So, to recap: the game has amazing presentation and lovely animations, but the lack of power-ups makes it dull and it doesn't explain the mechanics well at all. Game Designer: Precisely! It's a game that expects you to know everything while telling you nothing! Publisher: And the Mahjong is so overwhelming and cluttered that it's the opposite of relaxing? Game Designer: It's a 13-minute panic attack, sir! Plus, we included a bonus crypt level that crashes the game if you try to play it! Publisher: A game that breaks itself to save the player from playing it? Very considerate! Game Designer: I thought you'd like that! Publisher: I also like how the match-5 jewels do absolutely nothing. It really humbles the player for being talented. Game Designer: Exactly, we can’t have them getting an ego! Dracula: It is a disaster! I love it! It fits perfectly with my hotel’s aesthetic of beautiful things that make you want to scream! Frank: I'm still matching fives! Still nothing! It's like the game is ignoring me! Dr. Zoidberg: (Scuttling over the Publisher's throne) Don't worry, Frank! In my office, we match nothing and eat the leftovers! Woop-woop-woop-woop! Publisher: Wow wow wow. Wow. So we're releasing a game where the most rewarding part is the animation of the board changing because the actual gameplay is a punishing, three-note slog? Game Designer: That's what we're going with! Publisher: Fair enough! Dr. Zoidberg: Hooray! I'm a corporate synergy! Woop-woop-woop-woop-woop! (He continues scuttling across the ceiling while the pipe organ plays its three notes louder than ever).
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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