OO// State of Play: October 2026
OO// has reached 0.1.7 Alpha, with matching testing builds for Windows, Android and iOS. The core game is playable, the board keeps falling, and the recent work has been about making the controls feel right while it does. Here’s where things stand as of 10 October 2026.
The core loop is in place
Select your numbers, find a separate answer block, then slash it for addition or circle it for multiplication. Correct equations clear blocks and make room. Incorrect answers temporarily lock blocks. Meanwhile, new numbers keep arriving, the pressure builds, and eventually the stack wins.
Both addition and multiplication are working, with higher scores for multiplication, collapsing columns, neon particle effects and arcade sound. There are saved Easy, Medium and Hard settings, independent music and sound controls, pause and restart, and a top-ten leaderboard saved on your device. Original Electric Nitro music accompanies the menus and gameplay.
A moving board needs moving controls
The biggest recent improvements are in the input. You can select and deselect blocks while they’re falling, and your selection stays with them when they land. Falling blocks can also be answer targets, so you don’t have to wait for a number to settle before completing an equation.
Circle recognition is more forgiving of imperfect finger movements. We’ve also fixed a mobile issue that could undo a single tap, and gestures now track moving answers when your finger follows them down the board. The latest moving-answer fix has been confirmed in iPhone playtesting. Selecting blocks no longer interrupts their smooth falling motion, either.
Mobile is developing alongside Windows
The mobile interface has been simplified to give the board more room. Instructions have their own screen, sound and effects settings live in Pause, and the layout accounts for notches and system areas. iPhone gameplay stays in portrait, while Android tablets use a layout closer to the Windows version.
These changes are implemented, but broader physical-device testing is still needed. That includes reviewing phone and tablet layouts, safe areas and audio, plus retesting the newest input changes on Android.
What still needs work
There is a known iOS audio bug: switching to another app and returning to OO// can leave both music and sound silent. Fully quitting and reopening the game restores audio. A proper recovery fix is still outstanding.
Balancing also remains open: spawn pressure, number distributions, scoring and lockout timing all need more playtesting. Combos, richer run statistics, a first-run gesture tutorial, haptics and multiplication collateral destruction are roadmap items, rather than features in the current build.
The road to release
Windows through Steam remains the first public release target. Steam achievements, cloud saves and online leaderboards are planned; the current leaderboard is local to your device. Public iOS and Android releases are intended to follow, with mobile development continuing alongside Windows.
The existing builds are private Alpha testing packages, not public store releases. There is no announced release date.
The purchase plan remains the same: one purchase, no purchasable content and no paid updates. Any future in-game currency will be earned through play, not bought with real money.
There’s a working game here now. The work ahead is about making it more reliable, more readable and more satisfying to play, then giving it the testing and polish it needs for release.
Hello World!
Meet OO//
Hello, and welcome to the OO// blog!
We’re a brand-new indie game studio. And when I say new, I mean really new.
OO// is our first game, and we’re hoping that when we finally unleash it upon the world, you’ll have as much fun playing it as we’ve had bringing it to life.
But before we get too far into things, I want to talk a little about where the idea came from, how we’ve built it, and something I think is important to be completely transparent about.
From Quick Maths to OO//
The original idea behind OO// actually goes back to my university days.
As part of an assignment, a friend and I developed a little game called Quick Maths. It was written in C++, and every single line of code was written by the two of us.
The premise was simple: select two numbers that add up to another number on the board.
That basic idea has stuck with me ever since.
OO// takes that original concept and runs with it. The mechanics have evolved considerably, the gameplay is much more involved, and aesthetically, it’s an entirely different beast.
It’s not Quick Maths with a fresh coat of paint. It’s something new, built around a little idea that never quite left my head.
Let’s Talk About AI
Now, here’s something I want to be upfront about.
OO// has been developed with the assistance of artificial intelligence.
I know AI is a contentious subject, particularly within the gaming industry. There are plenty of conversations happening about its use, its implications, and what it means for developers, artists and the industry as a whole.
I’m not going to use this post to argue for or against it.
I think our decision to use AI makes our position reasonably clear.
But I do believe players deserve transparency. You should know how the games you’re buying are made, and you should be able to make your own decisions about whether you want to support them.
That’s really all there is to it.
I’m not going to pretend I sat down and personally wrote thousands of lines of code. That wouldn’t be honest, and it wouldn’t be fair.
What I will say is that the ideas, the direction, the decisions about how the game should look, feel and play — those are ours.
AI has helped us turn those ideas into something tangible.
A Studio Built on Hopes and Dreams
I’m not a professional programmer. I’m not a website designer. I’m just an enthusiast who loves technology, loves gaming, and has a head full of ideas.
For years, the biggest obstacle between having an idea and actually doing something with it was the technical knowledge, time and money needed to bring it to life.
AI has changed that equation for me.
It doesn’t mean the work disappears. There are still decisions to make, problems to solve, things to test, and plenty of moments where something that should work absolutely refuses to cooperate.
But it does mean that someone like me can actually attempt something that might otherwise have remained nothing more than an idea.
And that’s exciting.
Unhinged Games currently consists of three people, zero financial backing, and an entirely unreasonable amount of optimism.
We’re not a big studio. We don’t have investors, a marketing department, or a huge development budget.
We’ve just got an idea we believe in, the tools available to us, and a determination to see where this goes.
Maybe OO// will be a success. Maybe it won’t.
But we’re making something, we’re learning along the way, and we’re enjoying the process.
And if, somewhere down the line, someone spends a few hours playing a game that started life as a university assignment all those years ago?
Well, I think that’s pretty bloody cool.
Welcome to Unhinged Games.
Let’s see where this takes us.