YOUR PLANET COOLKEE GUIDE

Small move.
So many possibilities.

Learn to slide marbles, use powers and discover new challenges — from your first level to weekly Marathons.

On this page

Three marbles. One colour.

Look for at least three marbles of the same colour next to each other in the central main row. That is where ordinary matches form. Marbles above and below it are your reserve.

THE MAIN ROW IS IN THE MIDDLE01 / 03
Match here
Slide the highlighted column down.
  1. 01

    Slide columns

    Drag a column up or down to bring the colour you need to the middle. You are not simply swapping two neighbouring marbles.

  2. 02

    Slide the main row

    Drag the middle row left or right to change its arrangement. The other horizontal rows do not move this way.

  3. 03

    Make room

    A match collects marbles and the reserve refills the middle. Keep an eye on the next delivery too.

The middle is ready to play again

After a match, the reserve moves towards the main row. In version 1.0.12 (57), free eligible cells in that row receive new marbles even when the column reserve runs out. Blocked and protected cells keep their restrictions.

Ordinary matched marbles roll away with a bounce, and collected goals fly to their counters. A marble can join the next match only after landing in its cell. Watch the goal and the next delivery.

Slide columns and the main row. The panel above the board shows this level’s goals. Screenshot of update 1.0.12 (57).
Slide columns and the main row. The panel above the board shows this level’s goals. Screenshot of update 1.0.12 (57).

Watch the goal, not just the score

Level goals

The panel above the board lists the requirements: points, colours, obstacles or items to uncover. Complete all the displayed goals.

Moves or time

Campaign levels can limit moves or time. In timed modes, deliveries follow the clock independently of your gestures.

Discovered plans

Uncover pages on the board and collect fragments. They unlock buildings on your own planet.

XP develops your player rank

XP is experience. Its total raises your player rank, expands your backpack and unlocks more features. Purchases and construction do not spend XP.

XP

Experience

Builds player rank and feature access.

★

Stars

Rate a level and meet upgrade requirements.

123

Score

The board result, a level goal or a ranking score.

●

Coins

Currency for purchases, construction and the planet fund.

How do you earn campaign XP?

★100 XP
★★120 XP
★★★140 XP

That is 80 XP for first completion plus 20 XP per star. The game uses your best result for a level: improving from 1 to 3 stars adds 40 XP, while repeating the same result does not grant the full award again.

See what your XP unlocks

Player rank14
Backpack slots38
To the next rank

2

Player market

Trading also requires a connected account.

5 / 12 / 20

Race planets

Progressive access to three race types.

14

Your own planet

You also need the first 60 levels and 5,000 coins.

14–17+

Buildings and upgrades

Each design has a rank requirement. Upgrades can also require stars, house tiers and completed buildings.

Powers make room

Choose a power below the board and select a target if needed. Its effect plays first, followed by destruction and points. The board pauses briefly for that sequence.

Hammer

Hits the selected cell. An obstacle may lose one layer rather than disappear at once.

Fire

Hits a cross extending up to two cells in each direction.

Water

Sweeps across the row of the selected cell. A Water marble acts on the row where it is activated.

Dynamite

Covers up to a 7 × 7 square around the target, clipped to the active board.

Shuffle

Rearranges eligible marbles. Anchored cells keep their restrictions.

A special marble is different from an inventory power

Before a level, you can choose up to three special marbles where the mode allows it. They activate on the board, including when hit by another power, and can trigger a chain of effects.

Rainbow

Acts as a wild colour in a match. When activated, it collects its assigned colour.

UFO

Hits up to five other occupied cells.

Vertical painter

Recolours its column to the assigned colour. New games create a vertical painter; older saved attempts retain their previous rules.

Special marbles are part of the board; purchased tools are selected separately. Screenshot of update 1.0.12 (57).
Special marbles are part of the board; purchased tools are selected separately. Screenshot of update 1.0.12 (57).

Create and combine special marbles

A longer single-colour match in the main row leaves a special marble. A Rainbow can complete the colour. The length of the whole match counts, not a vertical column.

Matched marblesCreates
4Water
5Fire
6Dynamite
7 or moreRainbow

Two powers, one clever move

Use your move to place two special marbles next to each other in the main row. Their combined effect activates, and the pairs below can leave an extra power. An incidental hit on two powers in a chain reaction does not replace that move.

Place next to each otherExtra marble
Water + WaterVertical painter
Fire + WaterUFO
Fire + FireDynamite
Vertical painter + Vertical painterRainbow
Water + Vertical painterTime marble: +6 seconds — timed play only, up to +30 seconds total bonus

Two Fire marbles create a broad cross across the board. Fire with Water combines a row wave with a 3 × 3 area around Fire. Effects stop at the active board boundary; obstacles may need several hits.

One manual combination creates at most one extra special marble in an empty board cell. It is not added to your backpack. These recipes apply to new games in this update; resumed older attempts keep their earlier rules. New rewards, purchases and production no longer supply horizontal painters.

Every obstacle has a solution

Watch the colours, latches, directions and counters on the obstacle itself. Its appearance changes when hit, showing what is left to do.

Color locker

Collect the displayed color to open the locker.

On your planet: School · tier 1

Two-clasp pencil case

Hit the left and right clasps. Open clasps stay open.

On your planet: School · tier 2

Lesson board

Match groups in the displayed color order. Other colors do not reset progress.

On your planet: School · tier 3

Brambles

Match beside the brambles to prune them. Untouched bushes spread every two moves.

On your planet: Greenhouse · tier 1

Acorn delivery

Slide the acorn into the marked nest on the main row.

On your planet: Greenhouse · tier 2

Relay mushrooms

Hit a mushroom to trigger the linked mushrooms and clear obstacles at the end of the chain.

On your planet: Greenhouse · tier 3

Pearl shell

Match beside an open shell. A power opens a closed shell for the next move.

On your planet: Water tower · tier 1

Sandcastle

Hit each marked foundation twice to topple the whole castle.

On your planet: Water tower · tier 2

Collector crab

Two hits beside the crab release its marble. The crab moves every two turns.

On your planet: Water tower · tier 3

Toggle switch

Hit the switch to open one gate and close the other.

On your planet: Magnet tower · tier 1

Pixel armor

A nearby match of four or more marbles, or a power, breaks the armor.

On your planet: Magnet tower · tier 2

Core block

Aim at the glowing core. One hit there breaks the whole block.

On your planet: Magnet tower · tier 3

Crystal mirror

The mirror turns beams through a right angle. Two nearby matches shatter it.

On your planet: Ice house · tier 1

Rolling snowball

Moving the snowball adds a layer, up to three. Match beside it to break the layers.

On your planet: Ice house · tier 2

Warm spring

Three nearby hits release a wave that melts one ice layer around the spring.

On your planet: Ice house · tier 3

Lava flow

Hit the valve three times to stop the lava. Its next step is marked.

On your planet: Volcano · tier 1

Veined obsidian

Hit the glowing side first, then the newly exposed opposite edge.

On your planet: Volcano · tier 2

Hot anvil

Heat the anvil with a power, then match beside it within two moves.

On your planet: Volcano · tier 3

Hungry caramel

Match beside it. Collecting its favorite color elsewhere restores one layer.

On your planet: Clock tower · tier 1

Gum balloon

Collect nine marbles in nearby matches. The full balloon pops and hits its surroundings.

On your planet: Clock tower · tier 2

Beam-catching floss

The floss absorbs the first beam and disappears. A nearby match also removes it.

On your planet: Clock tower · tier 3

Cargo container

Match the displayed colors right beside the container, in any order.

On your planet: Lighthouse · tier 1

Chain anchor

Three hits on the anchor free all linked marbles.

On your planet: Lighthouse · tier 2

Water lock

Three nearby matches fill the chamber and open the passage.

On your planet: Lighthouse · tier 3

Wind-up robot

Two hits wind up the robot. It then follows the marked path, breaking obstacles.

On your planet: Workshop · tier 1

Nesting doll

Smaller dolls are hidden inside. Match beside each one to clear the whole set.

On your planet: Workshop · tier 2

Dominoes

Hit the marked end to topple the chain.

On your planet: Workshop · tier 3

Force field

Hit the generator outside the shield three times to open all linked spaces.

On your planet: Observatory · tier 1

Echo crystal

Hit it with one color, then a different color. Rainbow works for the second hit.

On your planet: Observatory · tier 2

Meteor shower

Landing is marked two moves ahead. A power intercepts the meteor; after landing, two nearby hits break it.

On your planet: Observatory · tier 3
Each planet has its own obstacles. Watch their state and the level goal. Screenshot of update 1.0.12 (57).
Each planet has its own obstacles. Watch their state and the level goal. Screenshot of update 1.0.12 (57).

Finished a planet? Try Marathon

Complete a planet’s 20 levels to unlock its Marathon. There is no move limit: survive and score until the board fills.

Clock-driven deliveries

Marbles arrive faster over time. Your move does not add a separate delivery. Use “Add” to call the next marble sooner.

The board grows

Start with 5 columns. A sixth appears at 50,000 points and a seventh at 100,000. More colours join after 10 and 15 minutes.

Weekly podium

Each planet has its own table. Your best verified score of the week counts. The top three places receive coins.

See the prizes for a planet

1300
2180
3120

The week ends on Monday at 00:00 UTC. Later planets have higher prizes. Finishing an individual run does not grant a separate coin payout.

Entry, lives and another try

Each mode has its own entry rules. Payments below use in-game coins, not real money.

ModeWhat you need
CampaignNo coin entry fee. A normal attempt requires a life; you lose it after a failed or abandoned attempt. An active unlimited-lives bonus protects it.
MarathonThe first new start each UTC day on each unlocked planet is free for your account. Further starts on the same planet that day cost 1 life on entry. An active unlimited-lives bonus protects you from that cost. No coin entry fee and no purchased powers.
Race50 / 100 / 200 coins depending on the planet. Practice has no entry fee; races do not consume lives.
Your own planet — practiceNo entry fee, no life consumed and no coin prize.
Rewarded planet visitAn entry fee based on the house and one life at the start, unless unlimited lives are active. The gross prize includes the entry fee.
Daily adventureOne attempt per day, with no life lost.

One life regenerates every 30 minutes, up to a combined pool of 5. Part of that pool may be allocated for offline play on another device. The “∞” bonus lasts for the displayed time; it does not permanently raise the life cap.

The free start is shared across devices on the same account and renews at 00:00 UTC. Its offline reservation may belong to another device. Sync that device or release its offline allowance in settings. Check FREE or −1 life before starting; “…” means the entry cost is still being refreshed.

Three race planets

The three race types unlock at player ranks 5, 12 and 20, with entry fees of 50, 100 and 200 coins. Meadow and Canyon each have five stages and are ranked by completion time. Orbit is one 60-second score round. Everyone receives the same boards and set of powers; your purchased backpack gives no advantage.

Practice has no entry fee or coin prize. In a paid race, the prize pool after an 8% fee goes to the podium. Your first podium of the day adds a bonus equal to the entry fee; this bonus is shared across all three races. Forfeiting gives last place with no entry refund. Race completion and podium XP follow the rules explained above.

See the bonus before continuing

When an eligible level runs out of moves, the continuation offer shows exactly what you receive: 5–8 moves and possibly one special marble. The extra power is not guaranteed. The offer is fixed before confirmation — reopening the window does not draw a new bonus.

The first continuation has a base cost of 120 coins; further continuations in the same attempt cost 240, 480 and continue doubling. An extra-moves coupon reduces the cost by 120 coins while keeping the displayed bonus, so it can fully cover the first offer. Always check the price and contents on the button.

The expanded offer does not apply to Marathon, races, practice, Daily Adventure or timed boards. If you see a standard offer, only its displayed contents apply.

A daily fragment in Marathon and races

Each UTC day, your account can earn one fragment from Marathons and one from races. The Marathon allowance is shared across all planets; the race allowance covers all three types, including practice. The specific fragment is named before you start.

Uncover the paper on the board and finish the attempt. Entering, uncovering it without finishing, or abandoning the game does not save a fragment. This discovery is independent of your podium position. Missing blueprint parts are prioritised; once your blueprints are complete, duplicates may appear.

“Fragment found • waiting to save” means confirmation is pending. Only “Fragment saved in backpack” confirms receipt. An offline Marathon needs a daily discovery fetched while connected; reconnect after finishing to save what you found.

Daily activities, new rewards

Wheel and stamps

Visit the daily activities. Available rewards and the countdown to the next attempt are shown in the game.

Cosmic Vault

Stop the indicated symbol under the pointer. An attempt uses an earned token, and the reward is shown before you begin.

Daily adventure

One attempt per day without losing a life. The game shows the conditions and reward before entry.

Chests can contain coins, powers, marbles or other bonuses. Timed bonuses have their own countdown and usage rules; read the label before activation.

Rewards go where they belong

When you claim a chest, coins fly to your wallet, items to your backpack, and bonuses to their matching counters. The animation presents a reward you have already claimed; it does not grant it twice. Timed unlimited lives have a visible expiry counter.

Your account, save and offline play

  1. 01

    Keep your account connected

    Connect an account in your profile for social features and progress transfer. When using several devices, check the offline-life allocation in settings.

  2. 02

    Keep playing offline

    Campaign and Marathon save locally and sync when the connection returns. A new offline campaign attempt does not consume purchased tools or prepared marbles.

  3. 03

    Know reset from deletion

    A gameplay reset starts over, including planet development. Account deletion removes the account and associated data as described in the documents.

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