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Shoalmark

Read · Mark · Clear

The game loads when you press play.

  • Free
  • No ads
  • No account needed
  • No install — plays in your browser

About the game

Read the numbers, mark the urchins, clear the tide flat before your steps run out.

Shoalmark is a logic puzzle played on a low-tide flat. Dig a tile and the number you uncover counts the sea urchins hiding in the eight tiles around it. Drop a marker buoy where you are sure one is buried, chord a finished number to open its neighbours in one move, and clear every safe tile to win.

Boards are checked before you play them: with No-guess boards on, the layout is regenerated until it can be solved by logic alone, so a run is never decided by a coin flip. Six board sizes run from a 9×9 Shallows to a 100×100 Abyss, and Board Setup opens up the size, the urchin count, question marks, the marker assistant, number dimming, long-press timing, three themes and five control schemes.

Touching an urchin costs one of your three steps rather than ending the run outright; set Steps to 1 for the classic one-mistake rule. Fully offline, eleven languages, full gamepad support, and an in-app Exit for seat-back systems that hide the system buttons.

How to play

  1. Dig a tile to reveal it. A number counts the urchins hiding in the eight tiles around it.
  2. Mark a tile you think hides an urchin — hold it to drop a buoy. Hold again to take it back.
  3. Clear the flat by digging every safe tile. Markers alone do not win it.
  4. Tap a dug number whose markers are all placed to open the rest of its neighbours at once.
  5. An urchin costs a step. You start with three. Lose them all and the run ends.

Controls

Touchpinch or use − / + to zoom, drag to pan.
MouseClick a tile to dig it and right-click to mark it with a buoy.
KeyboardArrow keys or WASD move the cursor; Space or Enter digs, F marks, C opens neighbours, R restarts, Esc or P pauses, M mutes, + and − zoom.
GamepadD-pad moves, A digs, X marks, RT opens neighbours.

Screenshots

  • Title menu with the Shoalmark logo, a flag and an urchin, Read · Mark · Clear, a gold Play button and five menu rows
  • A large sand-tile board mid-game with numbers and orange flag buoys, Safe start on top; 31 markers, 00:47, three steps
  • Board Setup: 12×12 board, 26 urchins, 3 steps, 3 hints, on/off options, a 350 ms long press, three themes and control schemes
  • Best Times for Shallows: 00:41, 00:58, 01:13 and 01:36, with a record of 24 played, 17 cleared, 71% and best 00:41
  • How to Play panel with six rules: Dig, Mark, Clear the flat, Tap a dug number, An urchin costs a step, and Controls
  • A 9×9 board with a Chinese interface: dug numbers, two flag buoys and 安全开局 on top; 8 markers, 00:22, best 00:41

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