Fruits Merge
EN

How to play fruit merge

Squish Merge has one move: launch a blob so that it lands next to one with the same number. Here are the three rules, one at a time.

Rule 1: Press, pull down, release

A row of blobs waits above the jar. Press one and keep holding: the blob you are holding gets a dark brown outline. Now pull down. An arrow shows your aim. Let go, and the blob launches into the jar.

You choose which blob to launch. Look along the row, press the one you want, and aim it.

If the aim looks wrong, do not let go. Drag back instead, and the launch is cancelled.

While you pull, the blob gets squashed and stretched, so a long, thin blob in your hand is normal. The blobs are soft jelly, with a shine and a pair of eyes and a mouth.

There is no clock, so you can aim as slowly as you like. The game also shows the controls at the start: press a blob and hold, pull down to aim, release to launch, drag back to cancel.

A blob numbered 8 held above the jar with a dark brown outline, an arrow pulled down towards a pile of numbered blobs below.
Holding a blob and pulling down to aim.

Rule 2: Same numbers merge

Every blob has a number: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512 and on up. When two blobs with the same number touch, they become one blob with the number doubled. Two 4s make an 8. Two 8s make a 16.

Each merge adds points, and a number like +8 appears beside the new blob. Merge again in a row and a COMBO counter appears, as in COMBO ×5 in the screenshot.

Because every merge doubles the number, the numbers climb quickly. A 64 takes two 32s, and each of those 32s took two 16s. A 4 touching an 8 does not merge: only identical numbers do.

Your score is at the top of the screen, and BEST sits under it. Each number also has its own color: 1 is red, 2 yellow, 4 lime, 8 teal, 16 blue, 32 purple, 64 pink, 128 orange, 256 olive yellow and 512 green. The colors help you spot a match from across the jar.

A jar with numbered blobs piled at the bottom. +8 shows beside a freshly merged 16, and COMBO ×5 is written across the bottom of the jar.
A merge adds points, and merges in a row bring up COMBO.

Rule 3: The run ends when both pressers are pressed in

The jar is light green and rounded. On each side, about halfway up, there is a green half-circle with a red tick mark. Those are the pressers.

As the pile grows it reaches them. When the pile has pressed both of them all the way in, that run is over.

Your score and BEST stay at the top the whole time, so you can see how close you are to beating your best run. With no timer, the pile alone decides how long a run lasts.

A jar piled high with blobs from 1 up to 512, with a stretched, outlined 64 held at the top and an arrow pointing down at the pile.
A pile that has climbed high in the jar.

What this game doesn't have

There is no fruit: every blob is a number. There is no countdown, and no revive, so when a run ends it ends. There are no ads while a run is going. A run is just you, the jar and the pile.

Under the jar sit three buttons, Raise Line, Shuffle and Remove. They each show ×0 when a run starts.

Play it here

Play

About 22 MB
on the first load

Ready to get further? The fruit merge strategy page has tips you can try straight away. Or head back to the fruit merge game home page.