Planet Plink

Press kit

Everything a story needs, and nothing we cannot show you.

Planet Plink is a physics puzzle where two identical characters hug instead of colliding, and hugging enough of them remakes the Big Bang. It is free to play, it works offline, it has no accounts and no loot boxes, and both of those last two are enforced in code.

Jump to the fact sheet

01 / The pitchThree lengths

Take whichever one fits.

  • One line

    Two Humlets hug and become something bigger. Do it enough times and you remake the Big Bang.

  • One paragraph

    A physics drop puzzle with a jackpot. Drop a Humlet into the jar, and when two of the same kind touch they hug and out comes the next one along the family. Get to the top of the twelve and two Galaxies hugging clears the whole board and hands the run back to you. Under that sits a universe of 6,223 levels across 311 planets, 120 collectible characters, and a collection machine that cannot take money and cannot hand you a duplicate.

  • The angle

    Every other game in this genre ends when the jar fills up. This one has a way out that feels like winning a lottery with skill. And it is the rare free-to-play game whose fairness claims are mechanisms you can inspect rather than promises you have to trust.

02 / Fact sheetAll figures checkable

The fact sheet.

  • Levels
    6,223

    Across 311 planets plus 3 Waypoints.

  • Playable characters
    120

    60 Common, 36 Rare, 18 Epic, 6 Cosmic.

  • Awards
    120

    60 bronze, 36 silver, 18 gold, 5 platinum, 1 crown.

  • Image assets
    0

    Everything on screen is drawn by code.

  • TitlePlanet Plink
  • GenrePhysics drop puzzle, casual, all ages
  • PlatformsWeb first, then iOS and Android through Capacitor, then Steam through an Electron shell. A console port kit exists but no console version is announced.
  • PriceFree to play on mobile and web with optional in-app purchases from 99 cents to 49.99 dollars. Premium on Steam.
  • ModesEndless, Daily Drop (one shared board a day, three attempts), Journey (the 6,223 levels), duels, crews, weekly leagues, pass-and-play on one device, and Calm Mode with no danger line and no game over
  • Ratings targetedESRB E, PEGI 3, IARC 3+, CERO A, Apple 4+. No chat, no user content, no gambling mechanics, no loot boxes.
  • Languages at launchTen, including English, Japanese, Korean, Simplified Chinese, German, French, Brazilian Portuguese, Spanish, Russian and Indonesian
  • AccessibilityColourblind-safe palette with tier shape, silhouette, face and optional number as extra channels; optional tier numbers; reduced motion that keeps every gradient and face; one-handed layout with a selectable side; big-text option; fully playable muted; no timers on play; Calm Mode from the first launch with no unlock
  • Built withVanilla HTML, CSS and JavaScript ES modules with no build step, Planck.js for physics, Canvas 2D for rendering, a Cloudflare Worker backend, Capacitor for the mobile shells, Electron for Steam. One vendored dependency.
  • OfflineThe whole game. Network calls are optional, time out in five seconds, and fail into a retry queue.
  • AccountsNone. An anonymous device identifier and a generated display name. No email, no password, no chat, and nowhere in the game to type.
  • ReleaseNot dated publicly. Soft launch first, then a global launch on both mobile stores.

03 / The fairness claimsAnd how to check them

Two claims, two mechanisms. Please hold us to them.

The usual loot-box definition needs two ingredients: a payment, and a randomised reward. The collection machine in this game is missing both, and each absence is a rule in the build rather than a line in a policy.

  • The payment half is missing. A pull costs 600 Stardust and the spend flow requires Stardust that was earned by playing. Purchased Stardust is counted separately and cannot reach it. There is no machine token in any product, bundle or paid pass track, and there is no pull-for-an-advert placement.
  • The randomised-reward half is missing. A pull draws only from the characters you do not own yet, so it never returns a duplicate. The randomness is the order, not whether you get anything. When you own them all the machine closes with a completion state.
  • No pay to win. A character carries at most one small trait, and every trait is hard-disabled in the Daily Drop, in duels and in leagues, where every player is identical. A test in the build asserts it.
  • No urgency over a price. The real-money price sits next to every Stardust number, and no countdown timer ever appears over a buy button. One currency, not a stack of them.

The one honest qualification, because leaving it out would be the dishonest part: buying Stardust pays for power-ups, boosts and garden slots, which frees the Stardust you earned for the machine. So money can speed up a collection indirectly, by roughly a fifth on our own modelling. We would rather publish the number than the slogan.

04 / Market contextSourced, and dated

Where this sits, with the receipts.

Everything in this section is a published figure with a source, not our estimate. Our own projections are not on this page, because a projection is not a fact and a press kit is not the place for one.

Sources are the research files in the project repository, which name their own primary sources and mark anything they could not verify.
FactFigureSource
The mechanic's first viral momentMerge Big Watermelon, a browser game, reached about 40 million players in one week in January 2021docs/research/01-market.md section 4
The genre's biggest titleSuika Game reported 11 million downloads by October 2024, and held the top paid App Store game spot for all but two days of Q1 2024docs/research/01-market.md section 4
Where the clones stalledGoogle Play install tiers of 1 to 5 million, and no physics-merge title appears as a line item in AppMagic's 2025 casual taxonomydocs/research/01-market.md section 4
Why they stalledSessions are open ended, there is no level curve to gate, and an ad-only ARPDAU floor of 1 to 5 cents cannot fund paid user acquisitiondocs/research/01-market.md section 4
The genre reference for a character machineCrossy Road's lottery cost 100 coins a pull and did return duplicates, refunding the coinsdocs/monetization.md section 1, citing PocketGamer.biz circa 2015
Why fairness is a legal posture tooFTC v. Epic totalled 520 million dollars (275 million COPPA penalty plus 245 million in dark-pattern refunds). FTC v. HoYoverse, January 2025, was 20 million dollars plus a ban on selling loot boxes to under-16s without parental consent.docs/research/04-monetization-policy.md section 6
The rules we are building againstEU CPC Network key principles on in-game virtual currencies, 21 March 2025. UK DMCC consumer provisions in force 6 April 2025. Amended COPPA rule effective 23 June 2025 with full compliance by 22 April 2026. PEGI loot-box rating change effective June 2026.docs/research/04-monetization-policy.md section 6
The audience most often missedHalf of gamers over 50 play daily, and 73 percent prefer puzzledocs/marketing/launch-plan.md section 1.3, citing AARP

05 / AssetsWhat exists today

Assets, and an honest list of the gaps.

This press kit is incomplete and we would rather say so. The launch kit is meant to hold a logo, six screenshots, a twenty-second trailer, a six-second Big Bang loop, five animated clips, a fact sheet and three quotes. Today the icon and the key art exist and the rest does not. There is no download bundle yet, so nothing below is a broken promise dressed up as a link.

  • Key artA 1200 by 630 PNG. Free to use in coverage of the game.
    Open og.png
  • App iconA vector and a 512px raster. Free to use in coverage of the game.
    Open icon.svg Open icon-512.png
  • ScreenshotsThe full set ships with the App Store and Google Play listings. Write to us for press resolution copies.
  • Trailer and clipsNot produced yet.
  • QuotesNot yet, because there is nobody to attribute one to who has played it.

House rules for the artwork

  • You mayUse the key art, the icon and your own captures in editorial coverage, reviews, videos and streams, including monetised ones, without asking.
  • Please do notRestyle, recolour or crop the logo, or use the artwork to imply we endorse a product, a store or a service.
  • We will neverSend a build with fabricated gameplay for a trailer. Every clip we publish is a real capture, which is also why the near-miss footage is genuine overflow rather than a staged one.

06 / ContactReviews, keys, interviews

Getting hold of us.

The game is not playable on the web. planetplink.com is the shop window: its whole job is to send people to the App Store and Google Play. There is no dedicated press address either, so press mail arrives in the same mailbox as everything else, which is one fewer inbox to leave unread.

  • Press and review keyshello@planetplink.com. Write to us and we will get you a build. Nothing in the game is paywalled, so a review copy is the whole game.
  • Player supporthello@planetplink.com. The support page answers the common questions today.
  • Privacy and data requestshello@planetplink.com, and the privacy policy sets out what exists to request. There is also a route that needs no contact from anyone: the save lives on the device and clearing it deletes it.