A RETRO CONNECTION PUZZLE

TRIVALL

Connect Your Mind

Build blue and red networks from one edge of the grid to the other. Gray halves can transform, gold blocks can carry either color, and every completed connection fills the Mission Tower one step closer to launch.

// Core Systems

Circuits. Chains. Combos.

01

Connect the Halves

Blocks enter from the wheel with two halves. Match adjacent blue or red halves to forge electric wires and light up the edge sockets.

02

Fuel the Rocket

Four fuel cells each demand blue and red connections. Clear the current cell, watch the grid reset, then finish the tower to launch.

03

Mind the Overload

Extra connections above the cell goal become overload. Cross the limit and the run ends; trigger a Fracta to burn overload back down without adding more.

// Block Types

Four Colors, Infinite Paths

Every block is built from two halves. Blue halves conduct blue. Red halves conduct red. Gray halves are conversion material. A double-gray block becomes a light-gold wildcard that participates in both blue and red networks independently.

  • Blue & red halves conduct their own color
  • Gray halves transform when a matching color reaches them
  • Gold blocks conduct blue and red independently
  • The wheel launches, the SAVE slot rescues
RED
BLUE
GRAY
GOLD

// Overload Burner

Fracta — Overload Burner

Land a block that completes a brand‑new connection spanning three or more distinct rows from edge to edge, and Fracta clears those rows in your favor. The path has to bend up or down through the grid — flat horizontals never qualify, and extending an already completed connection won't re‑fire the bonus.

+30 PTS / HALF
−2 OVERLOAD
ROWS WIPED

Blue and red can each fire a Fracta on the same placement and the bonuses stack. Fracta never adds overload, even when it completes the active cell; it banks that cell credit, clears the triggered rows, and rewinds the placement cursor to the first cleared cell.

// Head-to-Head

Online or Local Versus

Challenge players online, climb the leaderboards, or play side by side on the same screen. Local Versus brings two boards into one match, with shared rules and a clean race to launch first.

Online Play Local Versus Same-Screen Race Leaderboards

// Accessibility — first-class, not an afterthought

Play By Sight
or By Sound

Trivall was engineered so the puzzle can be played through audio as well as visuals. Accessibility mode adds narrated menus, discoverable buttons, board scans, Mission Tower summaries, haptics, and a dedicated Level A-D track with a simpler 3-column grid and generous overload limits. Color reading can use piano notes or spoken color names.

DEFAULT
#6ED2F0 · #D33F49
COLORBLIND
#0072B2 · #E69F00
VISUAL

Colorblind-Safe Palette

Toggle the VISUAL setting and the whole board repaints with an Okabe-Ito-inspired deep blue + orange combination. It's a universal-design pair designed for deuteranopia, protanopia, and tritanopia — also high-contrast enough to read cleanly on low brightness or sun-bleached screens. Nothing else about the game changes, so muscle memory transfers perfectly.

  • Default palette: soft cyan, raspberry, gray, and light gold
  • Accessible palette: deep blue, orange, light gray, and yellow
  • Applies to blocks, wires, edge lights, HUD
BLUE HALF ♪ piano note or “blue”
RED HALF ♪ piano note or “red”
GRAY HALF ♪ piano note or “gray”
GOLD BLOCK ♪ piano note or “gold”
AUDIO · COLOR READING

Piano or Voice

Accessibility Sound lets players choose how color scans are read. Piano mode maps each color to a stable note. Voice mode uses TTS to read each block as top color plus bottom color, with a short pause between blocks.

If a normal narration starts — for example a tutorial step or a button description — the color-reading voice stops immediately so the player is not flooded with queued speech.

C3E3G3 C4E4G4

Left-to-right sweep · ascending octave

AUDIO · BOARD SCANS

Scan the Board

Swipe up to read the previous row, swipe left to read the current row, or double-tap the grid to scan every non-empty row. Double-tap the Mission Tower for a compact status like “First cell, blue +1, red 3. Overload 0 28.”

The NEXT row and SAVE area can also be read, while buttons are discoverable by sliding a finger across the screen and activated with a second tap in accessibility mode.

OFF
COUNTDOWN setting disables
the 10-second auto-launch timer.
PACING

Accessibility Levels A-D

Accessibility mode unlocks a dedicated Level A-D track. These levels use a 3-column grid so the board is easier to scan, and they speak the overload limit at level start: 28, 22, 18, then 14.

The countdown can still be disabled entirely. The rules stay the same, but the board is quieter, narrower, and easier to learn by sound.

// Settings → Accessibility

Accessibility, Accessibility Sound, Visual, Countdown, Haptic, and Fracta Clear live together in Settings. Flip them on or off at any time — Accessibility mode never changes the core puzzle rules.

ACCESSIBILITY SOUND — Piano / Voice LEVEL A-D — 3-column grid COUNTDOWN — Disable timer FRACTA CLEAR — Optional row clear

// Coming to

LAUNCH SEQUENCE

FREE TO PLAY
  • Level 1 — solo
  • Accessibility Levels A-D
  • Game Center leaderboards on iOS
FULL GAME
  • All 30 levels across 5 difficulty tiers
  • Extreme & Extreme+ modes
  • All levels available in desktop / Steam builds

iOS · Desktop · Online & Local Multiplayer · © 2026