Sort Lab
Every colour to its own tube.
Key features
- 200 levels across chapters, each with a lab project that mends as you clear
- A daily set of four runs, with rule twists and a race against Fizz
- Murky water, frozen tubes, unstable colours and a still that mixes new ones
- Undo and spare tubes whenever you want them
- Shader-drawn glass and liquid, with a pour you can watch
One little explosion, and look at the place
Tap a tube to lift it, tap another to pour. Liquid only ever pours onto its own colour, and only as much as there is room for. Get every colour into a tube of its own and the level is done.
That is the whole rule, and everything after it is what the lab does with it.
A lab that mends as you play
The two hundred levels are grouped into chapters, and every chapter has a project running behind it — a tidy-up, or one of Fizz's inventions. Clear levels and it visibly progresses: the spills go, the shelves fill, the thing on the bench starts to work. The Journey map keeps the whole lab in one place, with a reward waiting at each milestone.
Four runs a day
The daily is a set, not a single board — each one the same day's puzzle under a different rule:
- Warm-up — the classic pour, to get your eye in
- The Puzzle — modifiers like murky water, where only the top layer of each tube shows and you pour to find out what is under it
- The Vault — the hard one, stacking rules together: an unstable colour, a frozen tube that thaws after a few pours, or the still, which takes two colours in and gives one new colour out
- Blitz — the same board with two and a half minutes on the clock
Every run is scored against a par, and you race Professor Fizz or Hoot for it. A day score adds them up, and there is a share card when you are done.
Room to be wrong
Undo as far back as you like, and add a spare tube when a board has you cornered. Nothing is timed except Blitz, which announces itself.