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Skwizzo® Block Jam 1.01.000: 4 modes, 2000 levels and a 3D board

Version 1.01.000 arrives today, 25 September 2026, and it is the biggest update since launch. The levels double, the modes go from 1 to 4, the board can be turned and looked at from any angle, your games leave a replay you can watch again, and the game speaks one more language. Here is everything, area by area.

Skwizzo® Block Jam 1.01.000: 4 modes, 2000 levels and a 3D board

The mode-select screen

A new screen greets you at launch: the logo over the 3D menu backdrop and a column of 4 buttons, one colour each — Adventure in purple, Random in green, Chaos in red, Perfect Move in orange, grey while locked. Choosing Adventure fades the logo and buttons away and brings in the top bar, the skin button and the level path; an arrow under the settings gear takes you back to the choice. Store, skins, replays and No Ads are reachable from both screens. While it is locked, the Perfect Move button shakes and explains how to open it, then plays a live demo in which the game solves 4 levels in a row in front of you, worked out on the spot rather than recorded.

Beginner or Veteran

The first time you play, right after the opening screen, a panel asks where you want to start: Beginner, recommended, or Veteran. For each choice it explains briefly what changes in the Adventure, in the free modes and in Perfect Move. The panel cannot be dismissed without answering: if you close the game it comes back at the next launch, and once answered it never returns. Players updating from an earlier version only see it if they have not reached level 300 yet, in a version that takes their current progress into account.

What changes between the two paths

On both paths level 1 and level 300 are open: levels 2 to 299 open in order from the first, levels 301 and up from level 300. The map shows both fronts and the Play button offers the next level of the stretch you were playing. A Beginner draws from all 2000 levels in the free modes and opens Perfect Move by completing levels 1 to 150. A Veteran starts at 300, draws from there upwards plus any lower level already played, opens Perfect Move by completing levels 300 to 450, and receives one of each power-up, since they skip the early tutorials that hand them out. Levels already won stay won, and the choice travels with your cloud save.

Perfect Move

An adventure level you have already beaten, drawn at random, with no timer. Instead of the time, the bar shows the number of moves in the best solution, and winning means clearing the board in exactly that number of moves. There are no lives, no power-ups — a hammer would falsify the count — and no second chance. The reward is doubled, and an optional video triples it. It opens at level 150.

When you make one move too many

On the first extra move the counter holds at zero, a veil writes “the perfect solution” letter by letter and the board empties in a wave. Then a video player runs the best solution: progress bar, pause, speeds from 1x to 4x and the option to skip. At the end you can retry the same level or move to a new one. A restart button first sets the board straight again, if you had turned it, then empties and refills it with a diagonal wave.

The solutions ship with the game

Solutions for all 2000 levels are included in the app: 989 are proven to be the shortest possible, the others are the best we found. They range from 2 to 157 moves, with a median of 29. Every one of them was replayed to the end in the game engine, and none requires movements that a finger could not perform. Where there is a bomb, the solution keeps it lit for a number of moves compatible with the pace of a human hand.

Chaos

Open from the start. A run begins with 10 stages and gains one for every run completed, up to 30. Stages are drawn from all 2000 levels, in rising difficulty. Before each stage, 6 cards rise from the bottom of the screen one at a time: a tap picks one, while a long press opens the magnifier instead and does not count as a choice. On tablets, iPad and foldables the hand switches to 3 columns by 2 rows and scales to the screen.

The 120 Chaos cards

Every card has an illustrated frame and belongs to one of 8 rarity tiers: the harder it is, the richer the frame. Inside there are 39 effect types in 6 families. The clock: time taken away, a faster timer, progressive acceleration, hiccups, panic, inertia, launch. Time bites: tolls on every move, always shown in the same spot beside the timer. The hand: forced pauses, fatigue, a speed limit, slipperiness. Sight: blindness, lying hints, fog, lightning, sunset, torchlight, ghost pieces that are invisible but still solid, 9 kinds of weather from blizzard to embers, ink splashes, greyed-out exits. The board: earthquake, a carousel that keeps turning while you drag, upside-down, tilted. The field: frozen pieces, thick ice, frozen exits, doors, expiring exits, a move counter.

How the cards are balanced

Each card costs between 8% and 40% of the level’s time, and never goes past 48% even when reinforced. Cards grow up to 25% harsher as the stages go on, and the same hand never holds two cards where one is equal to or weaker than the other on every front. A card already chosen does not come back in the same run. Cards that change the field are checked in advance across all 2000 levels: we keep only those after which the level is still solvable. Between stages there is no black screen: a photo of the last board lifts away to uncover the new one. You lose a life on defeat or by leaving mid-run, and the reward only comes at the end: 500 coins plus 25 for every stage past the tenth. Your best run is recorded.

Random

Any of the 2000 levels, never one of the last 25, played exactly as in the adventure — timer, lives, second chance — without advancing it. Mechanics are not announced, so a level can take you by surprise, and power-ups unlock according to the number of the level drawn. It is worth half the adventure reward, which a video can triple, and it has its own section in the replay archive.

2000 levels across 20 difficulty tiers

Levels go from 1000 to 2000, spread over 20 tiers: 10 new ones join the existing ones, from Mythic to Divine. The 1000 new levels were each replayed through to victory, and every level’s time comes from its own real solution. Each block of 90 levels opens with 5 lesson levels that teach the new mechanic on its own, and from there the difficulty climbs in a sawtooth rather than in one jump.

11 new mechanics

They arrive in the order you meet them: pressure pad and bars at level 1001, expiring exit at 1091, paint at 1181, vortex at 1271, chameleon block at 1361, traffic-light exit at 1451, boulder at 1541, combination lock at 1631, fog at 1721, one-way floor at 1811 and conveyor belt at 1901. Each has its own announcement, its colour pair, images in all 6 skins and text in all 7 languages, and defined behaviour with each power-up. In total the game now has 22 mechanics, 23 announcement screens and 138 images, all re-shot with the same framing.

Skulls, keys and levels that always have a solution

Skull levels have been redistributed: 2 in every 10 levels, never closer than 3 apart, with a bigger skull every 50 levels — thicker outline and triple reward. That makes 393 skulls plus 40 bigger ones, chosen from the genuinely hardest level of each group of ten. The key rule is back: a collected key flies to the lock closest to opening and every key on the board takes that lock’s colour; all 455 levels with chains were checked again one by one. All 2000 levels can be cleared without power-ups: 22 early levels had no verified solution, 14 were already solvable and 8 received the smallest possible correction. Bombs are now judged the way the game really lights them, from the moment the block is picked up: 25 levels were recalculated that way and 16 were given a longer fuse.

The board in 3D

With two fingers you turn the board through 360 degrees, tilt it from -12 to +72 degrees and move closer, up to the point where the interface stays in front. You keep dragging pieces all the while, because it is the camera that orbits the board and the rules of the grid stay exact. A dedicated backdrop avoids any seam at any angle. A straighten button appears only when the view is off and puts it back in just under half a second. The board does not turn during a tutorial or after the game ends, it stays locked in its last position during the 10-second countdown to continue, and a two-finger gesture never starts the clock. Up close, ropes, keys and layers have been tidied up, and crystals no longer shimmer as you zoom in.

Replays

The main menu holds an archive with one card per level won: a real photo of the board, the level number and the time, in two separate sections for Adventure and Random. The player has pause, speeds from 1x to 4x, back, exit, a bar that moves the board in real time under your finger, and a sideways swipe to the next replay. A replay re-creates the camera moves, the skin and the sounds of the match as it was played, and shows power-ups being used. Only the attempt that matches or beats the record is kept, and it lasts exactly the record time. Inside a replay nothing is won, lost or spent, and fuses do not burn.

The Gem, the fourth power-up

The Gem removes a mechanic from a piece — ice, scissors, key, lock, fog, the wall of an expiring exit — and recolours it towards an exit that piece can genuinely reach, searching the board’s real movement options to find it. If there is nothing useful to do it refuses and is not used up. It has a 19-facet model, a light that opens like a fan, a curtain animation for the colour change, a rising three-bell sound and a tutorial of its own. It costs 350 coins and opens at level 75.

24 power-up skins, 6 for the blocks

Power-ups go from 0 to 24 skins, 6 each, every one with a style no other has: iridescent, aurora, comet with its trails, galaxy, magma, runic, hologram, supernova. A skin changes the icon everywhere it appears, the 3D model, the lighting of the effect and the freeze screen. All 4 power-ups are 3D models in every skin, and in the store the selected one can be turned freely with a finger. Block skins go from 2 to 6, adding Crystal, Wood with grain and worn edges, Knit wool and Nebula, a window onto space with drifting gas and twinkling stars. The skin dresses the whole world: exits, ice, the map path, the timer, tiles, buttons, tutorial panels and the menu backdrop.

Store and coins

The store has a Blocks / Power-ups switch, the skin name at the top and a grid of 3 per page that snaps gently and reopens where you left it; behind the rows, the 3D blocks of the selected skin rise up. Dragging only starts after a couple of millimetres, so a tap is never mistaken for a swipe. There are 6 new coin images, reward coins fly from the prize to your balance, and power-ups can be bought in any quantity from 1 to 100.

Interface and animation

The 3D menu backdrop now lays the pieces out on a hexagonal lattice with genuinely elastic collisions, so it always stays evenly spread. On tablets, iPad and foldables the card hand measures the screen and adapts, and the magnifier resizes itself too. The defeat screen is the same in every mode, with retry and back to menu; the victory buttons follow the banner and the sounds are in sync. There are two separate sliders for effects and music volume, and when an ad is unavailable the game says so clearly instead of doing nothing. In tutorials only the indicated pieces move, and only in the direction of the arrow, with the hand following the piece on any screen.

Sound

Around 190 new sound effects. Bomb, chain and rope sound different in each of the 6 skin materials: glass has plate resonances, wood a hollow knock, knit is muffled, nebula sounds distant. 24 events that used to be silent now have a voice, in all 6 materials, for a total of 144 sounds: the key flying to its lock, the lock opening, the scissors, linked blocks coming apart, the fuse and its last 5 seconds, a layer peeling off, a block refusing to be picked up, doors, pads, bars, paint, vortexes, belts, chameleons, fog, expiring exits and their countdown, traffic lights, combination locks with one note per step and a chord when they open, and boulders broken by the hammer. Every power-up skin has a voice of its own: porcelain clinks, the comet leaves a trail, fire crackles, plasma buzzes, the hologram sounds digital, obsidian is darker. Identical events in the same instant sound once, and a missing sound falls back to the previous one, never to silence.

Japanese, the seventh language

The game now speaks Italian, English, German, Spanish, French, Brazilian Portuguese and Japanese. Japanese has a typeface built on exactly the characters the game uses, its own legal pages and yen prices without decimals. In all there are 510 text entries across 7 languages, including the 120 Chaos card names and the fragments their descriptions are composed from, the 35 skin names and the 21 notification texts. Each card’s name and description are derived from the card itself, so text and effect can never say different things. Notifications for the new modes are translated into every language: Perfect Move every 24 hours once unlocked, Chaos and Random every 18.

Performance

The frame-rate cap is gone: we found and removed 4 of them, including the thermal one that dropped iOS to 30 or 15 frames. On devices that allow it the game now runs at 120 Hz. An audit of the cost of each frame led to 29 fixes, among them the way blocks are drawn and the edge effect, which now exits early on 80% of pixels. Startup no longer waits half a minute for a cloud save that has already failed: from a measured 35 seconds down to 6. About 3000 error lines per launch were removed, and the store’s 3D showcase only runs while the store is open.

Ads and fair play

No Ads removes banners and interstitials, and rewarded videos stay optional everywhere, including the triple offered in every mode. The consent form is always reachable. Interstitials have been thinned out: in the adventure, one every 4 levels won, with the first 10 levels ad-free, and at most one after a defeat. In Perfect Move and Random, one every 4 games; in Chaos, one every 4 runs started, shown before the first stage and never between stages. There is always a minimum gap between two interstitials. A full refill of lives costs 600 coins, and no new purchases were added: the same 14 as before.

Cloud save

The cloud save now also carries the skins chosen for blocks and power-ups, the skin videos already watched, the Chaos record with the length of your next run, the tutorials completed and the Beginner or Veteran choice. It naturally still carries progress across the 2000 levels, coins, lives, power-ups, owned skins, purchases and No Ads. Replays stay on the device by design, so syncing stays light, and the new modes never touch the adventure’s progress.

Stability

A rewarded video requested when no ads were available could close the game: that is fixed, with two independent safeguards. Also corrected: a hidden timer that ended Perfect Move after about a minute and a half despite it having no time limit, the clock freezing when a card altered it, heavy-hand and speed-limit effects that could lock the board, the lives panel that could freeze the store, a level watched in a demo that could be counted as won, and a store error logged on every frame during play.

Skwizzo Block Jam logo

Skwizzo® Block Jam

Our mobile block puzzle: every block has its exit, the hard part is getting there.