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.