# StackForge launch post library

Prepared for publication only after each App Store page is live and downloadable. Replace any bracketed field before posting.

## Nineward Sudoku

Product page: https://stackforgestudios.com/products/nineward-sudoku/  
App Store: https://apps.apple.com/us/app/nineward-sudoku/id6774396277

### Short launch post (X / Threads)

Nineward Sudoku is now on the App Store. Sudoku without the circus. Solve a calm daily board, learn the logic behind a hint, and chase a cleaner finish tomorrow. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/nineward-sudoku/

### Instagram / Facebook

Sudoku without the circus.

Solve a calm daily board, learn the logic behind a hint, and chase a cleaner finish tomorrow.

Fresh daily puzzles, streaks, archives, ranked play, and multiple modes turn one solve into a lasting ritual.

The full unlock adds Hard and Expert boards, deeper archives, more teaching hints, replays, themes, and cloud competition.

https://stackforgestudios.com/products/nineward-sudoku/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Nineward Sudoku, a puzzle game built around one clear idea: Sudoku without the circus.

The core action is simple: Solve a calm daily board, learn the logic behind a hint, and chase a cleaner finish tomorrow. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Fresh daily puzzles, streaks, archives, ranked play, and multiple modes turn one solve into a lasting ritual.

It is now available on iPhone: https://apps.apple.com/us/app/nineward-sudoku/id6774396277

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## PlateStack

Product page: https://stackforgestudios.com/products/platestack/  
App Store: https://apps.apple.com/us/app/platestack/id6766692469

### Short launch post (X / Threads)

PlateStack is now on the App Store. Food, training, habits, and progress in one place. Log food, train, track habits, and understand the day from one practical health dashboard. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/platestack/

### Instagram / Facebook

Food, training, habits, and progress in one place.

Log food, train, track habits, and understand the day from one practical health dashboard.

Meals, workouts, recovery, habits, friends, and progress all update the same daily picture.

Premium coaching and connected planning replace the friction of juggling separate nutrition, workout, and habit apps.

https://stackforgestudios.com/products/platestack/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made PlateStack, a fitness & wellness built around one clear idea: Food, training, habits, and progress in one place.

The core action is simple: Log food, train, track habits, and understand the day from one practical health dashboard. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Meals, workouts, recovery, habits, friends, and progress all update the same daily picture.

It is now available on iPhone: https://apps.apple.com/us/app/platestack/id6766692469

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## One Good Thing

Product page: https://stackforgestudios.com/products/one-good-thing/  
App Store: https://apps.apple.com/us/app/one-good-thing-daily-kindness/id6789321216

### Short launch post (X / Threads)

One Good Thing is now on the App Store. One small good thing. Every day. No guilt attached. Choose one small action each day at a Tiny, Steady, or Bold effort level, then record what you did privately. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/one-good-thing/

### Instagram / Facebook

One small good thing. Every day. No guilt attached.

Choose one small action each day at a Tiny, Steady, or Bold effort level, then record what you did privately.

A year of thoughtful prompts, a private journal, gentle reminders, and a grove that grows when you show up.

Free forever and deliberately pressure-free. No subscription, no guilt loop, and nothing to buy.

https://stackforgestudios.com/products/one-good-thing/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made One Good Thing, a lifestyle built around one clear idea: One small good thing. Every day. No guilt attached.

The core action is simple: Choose one small action each day at a Tiny, Steady, or Bold effort level, then record what you did privately. The part I most want feedback on is whether that first session makes the longer return loop feel earned: A year of thoughtful prompts, a private journal, gentle reminders, and a grove that grows when you show up.

It is now available on iPhone: https://apps.apple.com/us/app/one-good-thing-daily-kindness/id6789321216

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Tenward

Product page: https://stackforgestudios.com/products/tenward/  
App Store: https://apps.apple.com/us/app/tenward/id6775086863

### Short launch post (X / Threads)

Tenward is now on the App Store. Make 10. Clear tiles. Feel smarter than you probably are. Trace touching tiles that total exactly ten, then hunt for longer, higher-scoring routes. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/tenward/

### Instagram / Facebook

Make 10. Clear tiles. Feel smarter than you probably are.

Trace touching tiles that total exactly ten, then hunt for longer, higher-scoring routes.

One shared Daily Ten, clean-run grades, missions, archive progress, and five additional modes keep the arithmetic fresh.

The full game unlocks Endless, Classic, Blitz, 30 Moves, Clear 120, full archives, competition, themes, and cloud sync.

https://stackforgestudios.com/products/tenward/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Tenward, a puzzle game built around one clear idea: Make 10. Clear tiles. Feel smarter than you probably are.

The core action is simple: Trace touching tiles that total exactly ten, then hunt for longer, higher-scoring routes. The part I most want feedback on is whether that first session makes the longer return loop feel earned: One shared Daily Ten, clean-run grades, missions, archive progress, and five additional modes keep the arithmetic fresh.

It is now available on iPhone: https://apps.apple.com/us/app/tenward/id6775086863

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Upward

Product page: https://stackforgestudios.com/products/upward/  
App Store: https://apps.apple.com/us/app/upward-merge/id6775192115

### Short launch post (X / Threads)

Upward is now on the App Store. Drop tiles. Merge higher. Try not to run out of room. Choose a column, drop the next tile, and create tactical merges before the stack reaches the top. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/upward/

### Instagram / Facebook

Drop tiles. Merge higher. Try not to run out of room.

Choose a column, drop the next tile, and create tactical merges before the stack reaches the top.

Daily Climb seeds, multiple run formats, missions, saved games, streaks, and ranked scores reward better placement.

The full game removes run caps and adds Blitz, 50 Drops, Peak Target, deep history, challenges, themes, and cloud play.

https://stackforgestudios.com/products/upward/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Upward, a arcade game built around one clear idea: Drop tiles. Merge higher. Try not to run out of room.

The core action is simple: Choose a column, drop the next tile, and create tactical merges before the stack reaches the top. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Daily Climb seeds, multiple run formats, missions, saved games, streaks, and ranked scores reward better placement.

It is now available on iPhone: https://apps.apple.com/us/app/upward-merge/id6775192115

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Twoward

Product page: https://stackforgestudios.com/products/twoward/  
App Store: https://apps.apple.com/us/app/twoward/id6775260758

### Short launch post (X / Threads)

Twoward is now on the App Store. 2048 got a second brain. Swipe classic boards or drag a chain through matching and doubling tiles to build a giant finish. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/twoward/

### Instagram / Facebook

2048 got a second brain.

Swipe classic boards or drag a chain through matching and doubling tiles to build a giant finish.

Daily Chain, Classic, wider boards, Blitz, achievements, guided challenges, and leaderboards support different kinds of mastery.

The full game opens larger boards, Chain 6x6, Blitz, unlimited runs, full history, premium themes, and social competition.

https://stackforgestudios.com/products/twoward/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Twoward, a puzzle game built around one clear idea: 2048 got a second brain.

The core action is simple: Swipe classic boards or drag a chain through matching and doubling tiles to build a giant finish. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Daily Chain, Classic, wider boards, Blitz, achievements, guided challenges, and leaderboards support different kinds of mastery.

It is now available on iPhone: https://apps.apple.com/us/app/twoward/id6775260758

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Corebreak

Product page: https://stackforgestudios.com/products/corebreak/  
App Store: https://apps.apple.com/us/app/corebreak-brick-roguelite/id6779817700

### Short launch post (X / Threads)

Corebreak is now on the App Store. A brick-breaker roguelite where depth is the only score that matters. Aim one cannon, release a ricocheting volley, and break the numbered strata before it crushes you. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/corebreak/

### Instagram / Facebook

A brick-breaker roguelite where depth is the only score that matters.

Aim one cannon, release a ricocheting volley, and break the numbered strata before it crushes you.

Grow the volley, crack core gems, draft perks every 15 depths, and carry permanent upgrades into the next descent.

The full game opens unlimited depth, all mutators, complete upgrade trees, premium boards, cloud continues, and unlimited Daily Drill.

https://stackforgestudios.com/products/corebreak/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Corebreak, a arcade game built around one clear idea: A brick-breaker roguelite where depth is the only score that matters.

The core action is simple: Aim one cannon, release a ricocheting volley, and break the numbered strata before it crushes you. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Grow the volley, crack core gems, draft perks every 15 depths, and carry permanent upgrades into the next descent.

It is now available on iPhone: https://apps.apple.com/us/app/corebreak-brick-roguelite/id6779817700

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Glowtide

Product page: https://stackforgestudios.com/products/glowtide/  
App Store: https://apps.apple.com/us/app/glowtide/id6791332355

### Short launch post (X / Threads)

Glowtide is now on the App Store. Launch adorable glows through a living storybook reef. Launch adorable glows through the reef, merge matching creatures upward, and keep the pressure line under control. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/glowtide/

### Instagram / Facebook

Launch adorable glows through a living storybook reef.

Launch adorable glows through the reef, merge matching creatures upward, and keep the pressure line under control.

A shared Daily Tide, rotating reefs, a Living Atlas, achievements, ranked scores, and five ways to play.

The full game opens Moon Garden, Thermal Vent, Bloom Blitz, Sanctuary, Ignite, and unlimited casual runs.

https://stackforgestudios.com/products/glowtide/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Glowtide, a arcade game built around one clear idea: Launch adorable glows through a living storybook reef.

The core action is simple: Launch adorable glows through the reef, merge matching creatures upward, and keep the pressure line under control. The part I most want feedback on is whether that first session makes the longer return loop feel earned: A shared Daily Tide, rotating reefs, a Living Atlas, achievements, ranked scores, and five ways to play.

It is now available on iPhone: https://apps.apple.com/us/app/glowtide/id6791332355

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Ionstorm

Product page: https://stackforgestudios.com/products/ionstorm/  
App Store: https://apps.apple.com/us/app/ionstorm-horde-survival/id6779769785

### Short launch post (X / Threads)

Ionstorm is now on the App Store. One thumb, five auto-firing weapons, hundreds of enemies. Move with one thumb while five auto-firing weapons carve through an escalating horde. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/ionstorm/

### Instagram / Facebook

One thumb, five auto-firing weapons, hundreds of enemies.

Move with one thumb while five auto-firing weapons carve through an escalating horde.

Draft a new build every run, claim boss Relics, collect idle Reactor Cores, then forge a stronger next attempt.

The full game removes the run limit and opens every upgrade choice, the complete Reactor and Forge, presets, themes, and unlimited Daily Storms.

https://stackforgestudios.com/products/ionstorm/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Ionstorm, a arcade game built around one clear idea: One thumb, five auto-firing weapons, hundreds of enemies.

The core action is simple: Move with one thumb while five auto-firing weapons carve through an escalating horde. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Draft a new build every run, claim boss Relics, collect idle Reactor Cores, then forge a stronger next attempt.

It is now available on iPhone: https://apps.apple.com/us/app/ionstorm-horde-survival/id6779769785

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Massward

Product page: https://stackforgestudios.com/products/massward/  
App Store: https://apps.apple.com/us/app/massward-cell-survival/id6780232818

### Short launch post (X / Threads)

Massward is now on the App Store. Eat smaller life. Split to strike. Never stop moving. Eat smaller life, build mass, split to strike, and escape anything large enough to eat you back. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/massward/

### Instagram / Facebook

Eat smaller life. Split to strike. Never stop moving.

Eat smaller life, build mass, split to strike, and escape anything large enough to eat you back.

Evolving arenas, mutations, quests, daily runs, and a permanent growth economy create a longer survival chase.

The full game expands mutation paths, progression, run access, cosmetics, and the systems built for long-term arena mastery.

https://stackforgestudios.com/products/massward/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Massward, a arcade game built around one clear idea: Eat smaller life. Split to strike. Never stop moving.

The core action is simple: Eat smaller life, build mass, split to strike, and escape anything large enough to eat you back. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Evolving arenas, mutations, quests, daily runs, and a permanent growth economy create a longer survival chase.

It is now available on iPhone: https://apps.apple.com/us/app/massward-cell-survival/id6780232818

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Orbitfall

Product page: https://stackforgestudios.com/products/orbitfall/  
App Store: https://apps.apple.com/us/app/orbitfall-gravity-fall/id6780302674

### Short launch post (X / Threads)

Orbitfall is now on the App Store. Gravity-slingshot golf built for one perfect flick. Pull back, read a live gravity-bending trajectory, and sling a probe into the wormhole in as few flicks as possible. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/orbitfall/

### Instagram / Facebook

Gravity-slingshot golf built for one perfect flick.

Pull back, read a live gravity-bending trajectory, and sling a probe into the wormhole in as few flicks as possible.

A proven-solvable endless campaign, star ratings, Daily Orbit, Weekly Gauntlet, and ghost replays turn physics into mastery.

The full game opens the campaign, no-preview Hardcore, ranked weekly play, ghost replays, and a per-sector Flight Log.

https://stackforgestudios.com/products/orbitfall/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Orbitfall, a puzzle game built around one clear idea: Gravity-slingshot golf built for one perfect flick.

The core action is simple: Pull back, read a live gravity-bending trajectory, and sling a probe into the wormhole in as few flicks as possible. The part I most want feedback on is whether that first session makes the longer return loop feel earned: A proven-solvable endless campaign, star ratings, Daily Orbit, Weekly Gauntlet, and ghost replays turn physics into mastery.

It is now available on iPhone: https://apps.apple.com/us/app/orbitfall-gravity-fall/id6780302674

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Starward

Product page: https://stackforgestudios.com/products/starward/  
App Store: https://apps.apple.com/us/app/starward-gravity-merge/id6779761122

### Short launch post (X / Threads)

Starward is now on the App Store. Fling, merge, chain - then detonate a supernova. Orbit the launcher, fire into the gravity well, and merge nine orb tiers from dust to quasar. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/starward/

### Instagram / Facebook

Fling, merge, chain - then detonate a supernova.

Orbit the launcher, fire into the gravity well, and merge nine orb tiers from dust to quasar.

Fast chain windows, supernova detonations, varied arenas, ranked dailies, and prestige make every cleaner well matter.

The full game removes casual run caps and adds premium orb palettes, unlimited play, and cumulative prestige progression.

https://stackforgestudios.com/products/starward/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Starward, a arcade game built around one clear idea: Fling, merge, chain - then detonate a supernova.

The core action is simple: Orbit the launcher, fire into the gravity well, and merge nine orb tiers from dust to quasar. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Fast chain windows, supernova detonations, varied arenas, ranked dailies, and prestige make every cleaner well matter.

It is now available on iPhone: https://apps.apple.com/us/app/starward-gravity-merge/id6779761122

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Sumward

Product page: https://stackforgestudios.com/products/sumward/  
App Store: https://apps.apple.com/us/app/sumward-number-roguelite/id6779819435

### Short launch post (X / Threads)

Sumward is now on the App Store. A number-synergy roguelite deckbuilder with arithmetic DNA. Draft number cards, combine patterns into scoring hands, and multiply chips through overlapping arithmetic synergies. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/sumward/

### Instagram / Facebook

A number-synergy roguelite deckbuilder with arithmetic DNA.

Draft number cards, combine patterns into scoring hands, and multiply chips through overlapping arithmetic synergies.

Relics, enhancements, boss rules, The Exchange, daily seeds, and endless play make every deck solve a different problem.

The full game removes run caps and opens the Ledger for lifetime stats, build histories, and unlimited deck experiments.

https://stackforgestudios.com/products/sumward/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Sumward, a puzzle game built around one clear idea: A number-synergy roguelite deckbuilder with arithmetic DNA.

The core action is simple: Draft number cards, combine patterns into scoring hands, and multiply chips through overlapping arithmetic synergies. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Relics, enhancements, boss rules, The Exchange, daily seeds, and endless play make every deck solve a different problem.

It is now available on iPhone: https://apps.apple.com/us/app/sumward-number-roguelite/id6779819435

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Ward

Product page: https://stackforgestudios.com/products/ward/  
App Store: https://apps.apple.com/us/app/ward-gravity-defense/id6779832733

### Short launch post (X / Threads)

Ward is now on the App Store. A defense without guns: bend every attacker into the sun. Place gravity wells, read every projected path, and bend incoming enemies into the sun without firing a weapon. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/ward/

### Instagram / Facebook

A defense without guns: bend every attacker into the sun.

Place gravity wells, read every projected path, and bend incoming enemies into the sun without firing a weapon.

Roguelite perk drafts, enemy evolutions, repositioning, bosses, ranked dailies, and endless waves deepen the defense.

The full game removes the wave cap and adds the endless climb, premium Warden skins, and alternate board worlds.

https://stackforgestudios.com/products/ward/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Ward, a arcade game built around one clear idea: A defense without guns: bend every attacker into the sun.

The core action is simple: Place gravity wells, read every projected path, and bend incoming enemies into the sun without firing a weapon. The part I most want feedback on is whether that first session makes the longer return loop feel earned: Roguelite perk drafts, enemy evolutions, repositioning, bosses, ranked dailies, and endless waves deepen the defense.

It is now available on iPhone: https://apps.apple.com/us/app/ward-gravity-defense/id6779832733

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

## Wordward

Product page: https://stackforgestudios.com/products/wordward/  
App Store: https://apps.apple.com/us/app/wordward-daily-ladder/id6779828860

### Short launch post (X / Threads)

Wordward is now on the App Store. The daily word ladder, with a proven par. Turn START into TARGET one letter at a time, with every rung a real word and every daily carrying a proven par. No forced ads; just a focused mobile experience built to respect your time.

https://stackforgestudios.com/products/wordward/

### Instagram / Facebook

The daily word ladder, with a proven par.

Turn START into TARGET one letter at a time, with every rung a real word and every daily carrying a proven par.

One shared ladder, PERFECT grades, practice puzzles, streaks, archives, and share grids create a daily word ritual.

The full game adds unlimited practice, hints, the complete archive, solve history, themes, and cloud sync.

https://stackforgestudios.com/products/wordward/

#indiegame #iosgames #mobilegaming #stackforgestudios

### Community draft (adapt to the community rules)

I made Wordward, a puzzle game built around one clear idea: The daily word ladder, with a proven par.

The core action is simple: Turn START into TARGET one letter at a time, with every rung a real word and every daily carrying a proven par. The part I most want feedback on is whether that first session makes the longer return loop feel earned: One shared ladder, PERFECT grades, practice puzzles, streaks, archives, and share grids create a daily word ritual.

It is now available on iPhone: https://apps.apple.com/us/app/wordward-daily-ladder/id6779828860

I am the developer, and I would genuinely appreciate specific feedback on [MECHANIC / ONBOARDING / DIFFICULTY].

