Orbweave

Sling dew, hold the web, outlast the night.

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A marble-shooter set on a moonlit orb web. A chain of dew beads rides the silk inward toward the little weaver at the hub, and you sling beads from the center to build matches of three and clear the line before it gets home. Each wave strings a new web and a deeper hour of night: longer chains, wilder wind, grit in the silk. Survive six waves and dawn breaks. The night is won, and the endless encore starts.

One thing to know before you start. Every miss stays in play. The web catches it and flings it back until it joins the chain somewhere you didn't choose.

How to play

  • Aim with the cursor and click to sling the held bead. On a phone, tap where you want it to fly. Swap the held bead with Space or the Next swatch.
  • Line up three or more of a color and the run shatters. When a clear opens a gap, the silk pulls the chain back together, and if the ends match, the combo chains.
  • If the chain reaches the hub, a bead tears through the web. Three tears end the run.
  • Misses are never free: the outer silk catches them and flings them back across the board until they wedge into the chain wherever chance puts them.
  • Ebb beads (ringed) roll the whole chain back out when cleared. Stones match nothing and only crumble beside a clear. From wave 3, gusts of wind surge the chain, though the leaves warn you first.
  • The deeper night arms you too. From wave 2, prism dew falls into your queue: a pearl bead that becomes the color of whatever it strikes. From wave 3, filling the flow ladder forges an ember shot, so the next bead you sling detonates on impact and bursts the struck bead plus both neighbours, stones included. From wave 4, moonlit beads ride the chain, and clearing a run that holds one bursts every bead of that color across the whole web. A torn web recoils too: every life spent throws the chain back out of the hub.
  • Consecutive clean hits build flow, a score multiplier that any caught miss resets. Clear wave 6 and dawn breaks. The night is won, and the endless encore begins, played purely for score.

Your statistics

0Played
0Dawns won
0%Dawn rate
0Streak
0Best streak
Best score
Deepest wave
Dawns

One night a day

One seeded night a day. The same webs for everyone, the same chains, the same stones and winds. Your first run at it is the one that counts. Reach dawn and your streak grows, and your score joins the day's leaderboard whether the web held or tore, since the encore beyond dawn is where the high scores actually get made.

After that the play button just keeps dealing. Fresh nights, as many as you want, none of them recorded.

If you've played Zuma, you know the shape

A chain of beads rides a track toward a hole; you shoot into it from the middle and matches of three vanish. That's the Zuma formula (PopCap's game — no affiliation), and Orbweave keeps the part that made it great while moving the whole thing onto a spider's web at night, where the track is silk, the hole is the weaver's hub, and your misses never leave the board.

A marble shooter where misses matter

In the classic marble-popper, a missed shot flies off the screen and is forgotten. On a web, nothing leaves. The outer silk catches every stray and slings it back across the board until it finds the chain, and a bead placed by chance is usually a bead placed badly.

So accuracy isn't a bonus stat here, it's the whole economy. Clean hits build your flow multiplier. Misses break it and hand the chain a free bead. The game keeps quietly measuring the difference all night long.

The night, in waves

Every wave re-strings the web with a different spoke count, a different coil and a different entry, and it deepens the hour. The palette darkens, the moon wanes and slides across the sky, the fireflies thin out.

Wave 2 brings stones, which are grit the chain carries that no match can touch, but it also brings the first prism dew: wild beads in your queue that become whatever they strike. Wave 3 raises the wind, with telegraphed gusts that surge the chain, and forges your flow into ember shots that detonate on impact. Wave 4 adds a fifth color under the moonlight, moonlit beads that burst their entire color off the web when cleared. Wave 5 is the deep hour, where the tide remembers and more ebb beads ride the chain. Clear wave 6 and the dawn breaks.

Past dawn the encore keeps deepening with no end to it. Every wave longer and faster, played for score alone.

Ebb beads, stones and wind

A few beads in every wave carry the ebb, marked by a slow counter-spinning ring. Clear a run containing one and the entire chain rolls backward, off the web and back into the queue. That's the deep breath that saves a drowning endgame.

Stones are the opposite gift: unmatched weight that shields the runs around them until you clear directly beside them. And the wind is honest. You will always hear the leaves before a gust lands. Honest is not the same as gentle.

Scoring and flow

Every cleared bead scores, chain-reaction combos multiply, and the flow ring around the hub adds up to half again on top for sustained clean shooting. Ebb clears, crumbled stones and wave bonuses all feed the same total, and lives carried into a wave clear pay extra.

The leaderboard ranks pure score. But score here is mostly a measurement of how long you can stay accurate while the night speeds up.

Streaks and the daily archive

Reach dawn on consecutive days and you build a streak. A torn web resets it. Every past night lives in the archive with the same seed, webs, stones and winds that shipped that day, free to replay without touching your record. Nothing about a night is random, so an archive replay is a genuine second attempt.