Soak is a color flood-fill puzzle played on a pastel grid. The game starts with your territory anchored at the top-left corner — one cell and any immediately connected neighbors sharing its starting color. Below the grid is a row of colored buttons — one for every color in play on the current level. Each turn you pick one of those colors: your territory instantly repaints to it, then expands outward via breadth-first search, absorbing every adjacent cell that already matches your new color. This chain reaction can sweep across multiple connected regions in a single move. Win the level by flooding every cell on the grid before your move counter hits zero.
The twenty levels are divided into three difficulty tiers. Levels one through five use an eight-by-eight grid with four active colors and twenty moves — generous enough to teach the mechanic. Levels six through ten step up to a ten-by-ten grid with five colors and twenty-five moves. Levels eleven through twenty switch to a twelve-by-twelve grid with all six colors and thirty moves. The added colors and larger grids make the later levels far more combinatorially complex, requiring you to plan several moves ahead rather than simply grabbing whatever color is largest nearby.
The three grid configurations in Soak leave real headroom rather than squeezing you against the limit. On an eight-by-eight grid with four colors, a strong solution runs about eight to ten moves against the twenty-move budget. On a twelve-by-twelve grid with six colors it is closer to sixteen to twenty-one moves against the thirty-move limit. Even plain greedy play — always taking the color that captures the most new cells, which is exactly what the Hint button recommends — clears all twenty levels with moves left over, so running out means a run of genuinely wasted picks rather than a tight budget.
The seeded RNG means each grid is deterministic. Level three will always have the same tile layout every time you play it, in every browser session. This lets you retry a hard level with prior knowledge of where large same-color clusters sit, making second attempts on tricky boards significantly easier. The level-select screen marks completed levels in green and Perfect completions in gold, so you can see at a glance which levels have room for improvement and revisit them to master tricky boards before your next full run.
Your score compounds across all twenty levels in a single run. Each level you win adds (movesLeft × 50) plus (level × 100) to your total. A level-fifteen win with four moves remaining, for example, contributes (4 × 50) + (15 × 100) = 200 + 1500 = 1700 points. The Perfect bonus adds a flat 500 points on top whenever you clear a level with five or more moves to spare, independent of the level number. Across twenty levels a full Perfect run produces a substantially larger total than a minimal-clear run, giving veteran players a long-term goal even after they can reliably beat every level.
Your personal best is stored in your browser's localStorage under the key soak_hs and persists between sessions as long as you don't clear site data. The HUD always shows your current best so you can see mid-run whether you're on pace to break your record. When the run ends — either when you run out of moves or when you clear level twenty — the leaderboard opens over the board with your cumulative total, and if it reaches the top ten you can enter a name and post it. Losing ends the run and the next game starts a fresh score.