Hush Tiles: Triple Match Game — Press kit
Canaria Studios

Title: Hush Tiles: Triple Match Game
Developer: Canaria Studios
Platform: iPhone and web browser. The browser build is playable on this site today; the iPhone build is complete and has not been submitted
Price: Free, in full — there is no paid tier
In-app purchases: None, in any build
Advertising: No build carries a third-party ad placement. The CrazyGames portal build ships that portal's SDK for its required signals and for saving progress, and requests no third-party advertising inventory through it. Every build may show a card for another Canaria Studios game after a win — first-party artwork bundled in the build, never a third-party ad
Network access: None in the iPhone build, where the networking package is excluded at compile time and the build fails if a network primitive survives into the emitted bytes. The browser and CrazyGames builds are web pages and are online
Release date: Not yet announced. Nothing has been submitted to a store or uploaded to a portal
Website: https://thecanaria.com/games/hush-tiles
Privacy: https://thecanaria.com/privacy/hush-tiles
Press contact: dev@thecanaria.com

DESCRIPTION
Hush Tiles is a tile-matching puzzle with one verb and no clock. Tap an exposed tile to lift it into a seven-slot tray; three of a kind clear themselves; empty the pile and the level is yours. The tray is the whole game — it holds seven, it never permanently grows, and every tile you commit to it is a decision you cannot spend your way out of. What is unusual sits underneath that. Levels here are not dealt and then tested for solvability: they are built backward from a winning line the generator plays first, so an unsolvable board is not a state the generator can reach — and a simulation replays that winning line on every board the generator produces across the level band, every night, to keep it that way. Around that core: six original art themes with nine hand-drawn icons each, five boosters that unlock as you play, a daily board every player shares, and a difficulty curve that teaches for thirty levels before it starts to bite. The builds differ and the game says which is which — the iPhone build has the networking package excluded from it at compile time and carries no third-party advertising and nothing to buy; the browser build on this site is an ordinary web page; the CrazyGames portal build ships that portal's SDK for the signals it requires and for saving progress, and carries no third-party ad placement of any kind. Every build may show a card for another Canaria Studios game after a win — bundled first-party artwork, no ad SDK and no network request behind it.

WHAT MAKES IT DIFFERENT
- Solvable by construction, not by luck. The generator plays a winning line first and deals the board backward from it, so "is this level even possible?" has exactly one answer. Nothing is rolled and rejected, and nothing is checked after the fact — an unsolvable board is not a state the generator can reach, and a nightly simulation replays the stored winning line on every board generated across the level band, where one line that fails to win is a red build.
- A tray that never grows. Seven slots at level 1 and seven at level 300. The Extra Slot booster lends an eighth for a single attempt and it expires with the level; nothing sells a ninth. Difficulty is moved instead through pile depth, tile variety, and — from level 120 — boards arranged into named silhouettes, never by loosening the one constraint the game is about.
- A phone build with no network inside it. Code, art and a fully synthesised soundtrack fit in a bundle measured in hundreds of kilobytes, and the iPhone build excludes the networking package at compile time: the build fails if a single network primitive survives into the bytes that ship. That is a property verified in the binary rather than a promise made on its behalf. The browser and portal builds are web pages, and each states what it does on the privacy page.
- Six original art themes, nine hand-drawn icons each. Deep Space is free from the start; Undersea, Slow Morning, Insert Coin and Enchanted Forest unlock against cumulative stars, and Hollowbrook Manor appears only between October 1 and November 2, then goes away until next year.
- Accessibility that shipped rather than accessibility that is planned. VoiceOver names on every control and every tile, a Reduced Motion setting that removes loops, pulses and particle effects instead of shortening them, and all six themes checked under deuteranopia, protanopia and greyscale simulation so tiles are told apart by shape and not only by colour.

Logo and the current screenshot set are included in this archive.