
Screenshots

Watch trailer on Steam ↗Polymino
Aidan Garvey · Published by Aidan Garvey · Official site ↗
4 user reviews — 100% positive (4 reviews) · 22 achievements
Last updated 27 Sept 2026
A fast-paced puzzle game for 1-4 players. Match blocks by color to build up combos and cause huge amounts of destruction!
£9.99
Lowest price we've ever recorded
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Price history
Action, Indie, Early Access, Casual · 2023 · More £5 - £15 games
Match blocks by color to create powerful combos and cause chaos in Polymino, an indie action game from Aidan Garvey. Perfect for solo or multiplayer sessions, this early access title keeps the puzzles coming at a high pace.
About this game
Polymino is an intense puzzle game with a simple premise and a high skill ceiling. Match blocks of the same color to destroy the large junk pieces that are continually dropped into your board. If your board is too full for the next junk piece to fit, you lose!
Get creative and develop your own playstyle: use gravity to your advantage, chain huge combos, and line up satisfying shots that cause huge amounts of destruction!
Earn Steam Achievements to unlock bonus content, including cosmetic items and alternate sound effects
Challenge your friends locally or over Steam Remote Play in matches with up to 4 players
Experience versus mode solo by playing against bots in Gauntlet mode
Compete against players around the world by climbing the ranks of the Steam leaderboards, and get in-game rewards for reaching certain milestones
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10/11
- Processor: Intel Core i3-3000 or equivalent
- Memory: 2 GB RAM
- Graphics: OpenGL 3.3 support
- Storage: 100 MB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Progress Update: v0.9, 2026-06-30
I hope you're all doing well! I've been keeping busy as always, and managed to make some pretty solid progress on Polymino's Puzzle Mode this month. I mentioned in the last update that the level editor was advanced enough that I could pivot to working on the game itself again, making sure it was able to support everything implemented in the editor. Turns out, it didn't take long at all to get to that point: the game can now load levels exported by the editor, and junk modifiers from Junk Attack are now supported by the game's engine regardless of mode, allowing junk pieces in puzzle mode to use them! {STEAM_CLAN_IMAGE}/44574895/11757b27758c88830c151902e3f45cff7044ffc2.png This is going to open up a lot of possibilities for hand-made puzzles, like chain reactions being set off by explosive junk, or using blocker junk to create indestructible obstacles (by making them a color which isn't used for any blocks in the puzzle). I also have an early prototype of how the puzzle selection menu will look. It's got a lot of empty space right now, for reasons I'll explain shortly, but the basic structure is there, including a preview generated for each level: {STEAM_CLAN_IMAGE}/44574895/dabc400c1f16db6f2e5b75adaa7dccf8b3ed000b.png So, the next big feature I've been working on recently for Puzzle Mode, and the reason there's a bunch of empty space in the menu, is custom rules! In version 0.9, puzzles are going to have custom objectives, as well as modifiers which provide extra challenge. These rules are going to be what occupy the extra space in the menu seen above, as well as stats for completed runs (score, number of moves made, etc). Since this system doesn't exist in the editor or the game yet, I've returned to the editor to implement them there first. Here's a sneak peek at how that's looking so far: {STEAM_CLAN_IMAGE}/44574895/bfb479952ae390a595fe415192c1f561df835351.png If you look at the bottom of the "Level Settings" panel in the screenshot above, you'll notice there are...Read full article on Community Announcements (Welsh, it.)Patch NotesOfficial
Progress Update: v0.9, 2026-05-20
First of all, I'm sorry for the delay in updates, I want to aim for doing monthly community updates and I definitely let it slip. However, I have some exciting news this time: Polymino's level editor is finally at a point where all of the basics are implemented, and I can finally switch to working on the game itself once again! There are still some things left before the editor will be completed. However, its features have surpassed what is supported in the actual game, meaning I can use it to create test levels while I overhaul the code for Polymino's Puzzle Mode. I'm super excited to take a break from web development and start coding in my beloved C++ again. By the way, if this is your first time hearing about the level editor, it's open source and you can check it out on GitHub! In the future, it'll also be hosted on Polymino.net where you'll be able to create your own levels! Level Editor Progress For the rest of this post, I'll share some screenshots of the features I've added to the editor since the last update. First things first, something that's going to be a massive boost to quality of life, all changes are now tracked and the editor has undo/redo functionality: {STEAM_CLAN_IMAGE}/44574895/a5b99960e0cdb95f86afd10e5f015326eeb04c48.png The history window in the above screenshot is heavily inspired by image editing software like Paint.NET. You can drag it anywhere you like, and click on any of the items to jump to that point in history. The history tracking also allows keeping track of unsaved changes. The editor now has a status bar which displays contextual information including your level name and if you have any unsaved changes: {STEAM_CLAN_IMAGE}/44574895/12c2087bfb8b3913d44344c6a3d65df2f9a583c0.png When you're hovering over the board, it shows your cursor position: {STEAM_CLAN_IMAGE}/44574895/6d8439f33be449c66076d24502710501f2c97654.png And when you're dragging junk pieces, it explains how to copy them instead of moving them: {STEAM_CLAN_IMAGE}/44574895...Read full article on Community Announcements (Welsh, it.)Patch NotesOfficial
Progress Update: v0.9
If you're not already in Polymino's Discord server, you probably missed the news: the next version of Polymino will be Version 0.9, The Puzzle Mode Update! As the name suggests, v0.9 will be the long-awaited overhaul of Puzzle Mode, featuring hand-made levels instead of randomly-generated ones, multiple types of objective for solving puzzles, and the introduction of junk modifiers from Junk Attack to bring more variety to the table. Lately I've been working on a level editor that will allow me to create the mode's puzzles, which is publicly available GitHub! Once it's closer to completion, I'll host it on Polymino's website so anyone can create their own puzzles. I may even add Steam Workshop support to the game! Until then, anyone who's curious about development can take a peek at my activity on GitHub, and even download and run the project themselves before it's hosted on polymino.net! Progress Update Now that we're caught up to the announcements on Discord, let's take a look at the progress I've made in the month since I've announced the level editor and v0.9. First, here's a full screenshot: {STEAM_CLAN_IMAGE}/44574895/d9b1f0e161ce40624d001630b2c8a6b863b59b4e.png You can see four menus flanking the board in the middle, which have the following functions: creating junk pieces which can be drag-and-dropped into the board; brushes for painting with blocks and single-block junk pieces; editing selected junk pieces; and general level settings. The slider to the right of the board controls the number of rows in the base layer, which is intended to provide a starting point for new levels, consisting of random blocks. I suspect it will be changed a lot, or even replaced with a different tool as I start making some levels and learning what I really want from the editor. The base layer also allows picking a color that won't be included in it, as you can see below: {STEAM_CLAN_IMAGE}/44574895/e084d3653289c4f9857714f11ec6f49f93a1237a.png I added this feature because of one ...Read full article on Community Announcements (Welsh, it.)Patch NotesOfficial
Update: v0.8H
Merry Christmas and Happy New Year, everyone! I'm alive, and I'm excited to bring you an update that's going to shake up gameplay across all of Polymino's game modes! This update features tricks (special moves), which reward stylish play with points, Ability Meter, and more! I've also added a few audiovisual effects and some UI improvements to this update, check out the full patch notes below! Oh, and Polymino is 75% off for the Steam Winter Sale! Added tricks, special moves that grant rewards such as points, combo, and Ability Meter All available tricks are documented on the wiki, but you'll stumble upon most of them by playing well and playing with style B) Added a sound effect for swapping blocks Added a bit more visual flair to the animations in multiplayer lobby chat "Play Again" now goes to difficulty selection instead of immediately starting another round at the same starting difficulty Added feedback when saving replays Internal changes: fixed some linter errors and simplified the way player properties are accessed throughout the codebaseRead full article on Community Announcements (Welsh, it.)Patch NotesOfficial
Update: v0.8G
Back in the saddle! Version 0.8G focuses on rebalancing Junk Attack's loadouts based on the feedback I've received since Puzzle Wednesday's Polymino tournament back in... JANUARY!? But it's not all changes to existing content; v0.8G introduces some all-new abilities and a brand new loadout to Junk Attack (and Gauntlet) too! Changelog Added two new junk effects available in Junk Attack: Blocker junk: as the name would imply, blocker junk prevents any projectiles from travelling through it. If you hit blocker junk with a correctly-colored projectile, it'll shatter as usual, but your projectile won't pierce it. If you hit blocker junk with a projectile of the wrong color, your projectile will be destroyed outright. Heavy junk: the most powerful junk modifier yet, the only way to shatter heavy junk is by making it fall to the bottom of the board by clearing space below it. Of course, you could always find a way to transfer it too. Additionally, "bomb-only" junk has been renamed to armored junk. The Gauntlet Mode AI has been updated to deal with the new types of junk above. It's also been made a bit smarter in other, secret ways. Added a new loadout, Suppressor. This loadout makes use of the new blocker junk ability, and has a unique playstyle which revolves around spawning junk rows in your own board, then transfering them as tiny blocker junk. Your first ability spawns two rows in your board, but your third ability transfers up to six, so it's up to you how greedy you want to get by using the first ability multiple times. Modified multiple existing loadouts: Queue Assault: the first ability shatters all junk in your own queue instead of transfering a junk piece from your queue; the third ability replaces your opponent's queue with the new heavy junk instead of tiny junk. Bomb Proof: the third ability now spawns 3 rows of tiny, bomb-proof junk in your opponent's board instead of 2. Bomb Drainer: decreased the cost of the first ability (Cross bomb) from 400 to 300; modif...Read full article on Community Announcements (Welsh, it.)






