Oubliettes
io.github.all3f0r1.oubliettes
Zapstore _@zapstore.dev Dungeon logic puzzle: find the walls from the row and column counts
Republished from GitHub / F-Droid by the Zapstore main account.
Oubliettes is a logic puzzle. Each grid hides a dungeon: work out where every wall is from the clues, with no guessing needed. Every grid has exactly one solution. **Rules** - The numbers along the edge give the number of walls in each row and column. - Monsters and chests are never walls. - Every monster sits in a dead end, and every dead end holds a monster. - Every chest is in a treasure room: 3×3 open cells, one chest, one opening. - Elsewhere, hallways are one cell wide and the whole dungeon is connected. **Features** - Campaign: 250 levels that are the same for everyone, in five difficulties (6×6 to 14×14), all open from the start. - Endless: randomly generated grids in the difficulty you pick. - Daily: one dungeon a day, the last two weeks always open. - Tutorial: lessons you solve step by step, one technique at a time, then practise alone. - Hints that teach: where to look, then why, then which cells. - Share a solved grid as text, without its solution, and dig the one a friend sent. - Drag to fill a row or column, undo and redo, progress and history saved after every move. - Screen reader support, a magnifier and two-finger zoom for large grids, plain digits and a calm mode without animation. - Endless grids are generated on the device. No ads, no tracking, no account. - Original medieval music loops and sound effects, with volume sliders. The app never uses the network: it does not ask for the Internet permission.
First release: Oct 10, 2026, 3 total releases.
Most recent release: Oct 19, 2026.
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0 sats / 0 zaps received in the past year.
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Releases
- Oct 19, 2026 0.9**The campaign is a new one**: the levels solved or begun in the campaign of 0.8 are forgotten, and the dungeons solved in it go to the gallery. ### Changed - The campaign has 250 new grids. In each difficulty the levels go from the one that asks for the least work to the one that asks for the most, measured as hints measure it, and they take turns: long hallways, branching ones, and treasure rooms, one or several. About half have a chest. - **Daily** opens today's dungeon only. Those of the days before are let go, marks and all; the ones
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solved stay in the gallery and in the count. - New art: walls marked side by side join into one stretch of stone, open floors are paved with four layings of flagstones, and the monsters, chests, torches and app icon are redrawn. Each difficulty has its stone: lavender for Novice, wet green for Easy, ivory for Medium, mauve below. - Oct 11, 2026 0.8Saves, solved levels and settings of 0.7.3 are kept. Endless grids under way are kept too; the ones dug from now on are measured and shaped anew. ### Added - **Hints** that teach the reasoning. A **Hint** plank under the grid gives the plainest deduction your marks allow, a word at a time: where to look, then why, then which cells, outlined in gold. It stays until those cells are marked. When no rule gives a cell, it names the one to try and says which rule the try breaks. With a wrong mark on the grid it says so, and shows it if asked. An
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option turns the plank off. - The tutorial is a table of **lessons**: the basics, then treasure rooms, dead ends, narrow hallways, the dungeon in one piece and trying a cell out. Each is a small dungeon solved one deduction at a time, then one to solve on your own with the Hint plank at hand. A lesson bears a seal once that second grid is solved. - **Daily**: one dungeon a day, dug from the date, so the same for every player on this version. The last two weeks stay open and nothing is lost for a day missed. - **Share** on a solved grid sends what it was, how many hints it took and the grid itself, never its solution. **Enter a code**, in Endless, digs the dungeon a friend sent: the whole message can be pasted. A grid is taken only if reasoning alone solves it. - A **gallery**, in Endless, keeps the dungeons solved in Endless, in Daily and from a friend. - The campaign is told in **chapters** of ten levels, five to a difficulty, each with its name, its count and a seal once mapped. The levels and their order are the same. - On grids with small cells, **two fingers spread the grid** and move it; the counts stay along the edges, each in front of its row or its column. - The cells laid since the latest checkpoint bear a **parchment corner**: a try is told apart from what is sure. - A tap on a count switches between plain and calligraphic digits. - An option keeps Endless from moving on to the next grid by itself. ### Changed - Reasoning in Endless is measured by the deductions a grid takes, not only by how many cells have to be tried: which rules, and how far a try has to be followed before it breaks one. Gentle, Tricky and Fiendish each still take about a third of what is dug in a size. - Dungeons come in more shapes: long winding hallways, branches and their dead ends, or more treasure rooms. - Should a campaign ever be replaced again, the dungeons solved in the former one go to the gallery. - Oct 10, 2026 0.7.3Saves, solved levels and settings of 0.7.2 are kept. ### Changed - A solved grid plays one sound, not two: the victory jingle one time in three, the cry of a monster the rest of the time.