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Game Introduction
Bubble Haven is a move-limited bubble shooter for mobile and desktop browsers. You stand on a sunny island, then fire colored bubbles into an eight-column hex board. Three or more of the same color pop. Ice thins when a neighbor pops. Birds drop free when the bubble under their feet is gone. Anything that can no longer walk back to the ceiling falls. The job is to finish the level goals before the move count hits zero.
The look is a casual seaside cartoon. Home is a cottage on a lawn under a bright sky. The default shooter is a round white sailor bird on a wood stand, with the waiting bubble sitting in a yellow cup on its head. Shop skins replace that bird with hats such as Cannon Egg, Octopus, Shiba, Whale, Frog, Penguin, Bunny, Bear, and Dino. Bubbles are flat red, yellow, blue, green, purple, and orange. Super levels are marked red on the map. Buttons are wood and cream. Nothing on screen is a realistic person.
The core pleasure is the drop. A shot that splits the ceiling cluster can dump a whole hanging mass. Aim up to 80 degrees left or right. The path bounces off the walls at most twice, then seats in the nearest empty hex. The aim line shows the landing cell, and cells that would pop or fall light up before you let go. You may swap the waiting bubble with the next one without spending a move.
It suits short one-thumb sessions and people who like tidy match puzzles. Levels 1 to 3 teach the board. From level 4 on, each number rebuilds the same generated board forever. Every fifth level is a Super board you cannot skip. Birds start at level 9. Ice starts at level 15. There is no last stage. The map walks forty nodes at a time through Sunny Coast, then Coral Bay, Lighthouse Keys, and Moon Harbor.
Replay comes from cleaner clears and from the island loop. A first clear of a level number pays coins and 1 to 3 stars against a par. Those stars stay on the map and open chests every eight nodes. Coins buy color-swap tokens, Tide retries, crates, and launcher skins. Daily gift, the wheel, missions, and three Tide boards refresh on the local day. A mid-level refresh throws the attempt away and does not give the heart back.
Open the island. Play starts the campaign node you have reached if you have a heart. Hearts cap at 5 and refill one every 20 minutes. Zero hearts opens a fill card. The dock is Home, Levels, Shop, and Missions. Tide sits on the home lawn. Settings mute music and sound and pick a language. The bird on the stand uses the launcher you equipped.
In a level, drag to aim and release to fire. A shot that cannot seat costs nothing. Tap the waiting bubble to swap it with the next color. Undo steps back one shot if you have a free undo or after a rewarded video. +5 adds five moves the same way. You win when every goal is done: clear the board, rescue the listed birds, and break the listed ice. Goals can stack. You fail when moves run out and a goal is still open. Pause restart and giving up keep the heart already spent.
A first campaign clear pays 20 coins plus 2 per level up to 40, and 40 more on a Super board. Replays keep the better star count and pay no coins. A rewarded video on the win card copies that coin pile once. Next spends another heart. Tide is three daily boards: clear, rescue birds, and break ice. The first try on a slot is free. Later tries cost 30 coins. Clears pay 40, 50, and 60 coins. A Tide try does not spend a launcher trial.
The shop sells a color-swap token for 50 coins, up to three held. Wooden, silver, and gold crates cost 120, 240, and 600 coins and return hearts plus a coin roll. Special tiles can refill hearts or copy the last clear bonus after a video. Twelve paid launchers cost 1200, 1600, 2000, or 2400 coins. If you cannot pay, a video lends that hat for one campaign game, then the equipped bird returns. Island Bird stays free. Challenge boards do not consume that loan.
Helpers are marked as videos: fill hearts, extra wheel spin, shorten the gift wait, shop trial, win-coin copy, fail +5, in-level swap, undo, and +5 when free tokens are gone. Dismissing or failing a video grants nothing. An interstitial can play when you leave a result, give up, or go home, and does not block the next screen. With no SDK the game still plays; video buttons hide, and free +5, swap, and undo tokens still work.
For a first session, play the opening boards, swap when the next color matches a cluster you can see, and do not fire past 80 degrees. Spend a free undo on a shot that sealed the ceiling. Open Tide after you know ice and birds. Buy a swap token before you chase a 2400-coin hat.
Later runs are about beating par for three stars and opening the next map chest. Leave Super boards for a day with full hearts. Use +5 only when one more group finishes a goal. Equip a bought hat, or spend the trial on a campaign Super, not on Tide. Claim daily tasks and the wheel before you spend coins on crates.