Sudoku Master: Free Sudoku
Chimbuk · Contains ads · Everyone
100+
installs
Aug 7, 2026
updated
Free
core forever
Offline-first sudoku on Android — guided hints that teach the logic instead of spoiling it.
Screenshots — as published on Google Play
Open listing ↗- 100+ installs
- Updated Aug 7, 2026
- Everyone
- Contains ads
- No data shared with third parties
- No data collected
The actual pixels from the public Play listing (Google's CDN) — auto-advancing, pause on hover. Every number above is verifiable there; assets mirror into this repo at deploy.
The build
Built and maintained in-house as a production proof of our mobile pipeline: on-device puzzle generation, fully offline play, streaks and daily challenges, and a hint engine that walks one logical step at a time. Material 3 interface with dark mode, tested across low-end devices.
What we handled
- Puzzles generated offline on-device — no server dependency
- Hint system teaches strategies rather than revealing grids
- Stats, streaks and share-out for completed puzzles
- Ships through the same CI + staged rollout we use for clients
The first Chimbuk product shipped end-to-end by this studio on Google Play: a free, offline-first sudoku game whose hint system teaches the logic instead of spoiling the puzzle. Everything below is what we actually built, how it works inside, and what it should tell you about hiring us.
Why a dev studio ships its own game
Because it is the honest portfolio. An agency can show any screenshot; only its own products reveal what happens when nobody is watching the deadline. Sudoku Master goes through the full cycle we sell — engine design, UI, performance, store release, ads, privacy declarations, maintenance — on our own dime. If a detail is sloppy here, it is our sloppiness on display, not a client's.
It also answers a question we get weekly: “can you do more than websites?” A mobile game is the hard answer — 60fps rendering on a 3-year-old budget Android phone, a puzzle engine that never generates an unsolvable board, state that survives process death, and a store pipeline that keeps updates shipping without breaking installs.
The puzzle engine: generated, never shuffled
Every board starts as a full valid solution and gets clues removed under two guards: the puzzle must stay uniquely solvable, and it must demand the techniques its difficulty label promises. That is why difficulty here is real and not cosmetic — Easy falls to singles, Extreme does not fall to anything until you find the hidden pair holding the door shut.
Generation runs on-device in Dart, in milliseconds. The same solver that checks uniqueness also powers the hint ladder: when a hint fires, the engine finds the next move the current board state justifies, then picks the simplest technique that reaches it. Hints never dump the answer — they name the rule and point at the region, so the placement stays yours. Solving by guesswork stops being a strategy because the app can tell when it is happening.
Offline-first and account-free — on purpose
No login, no server, no analytics upload: the Play listing's “No data collected” declaration is not a policy concession but the architecture itself. The whole game state — board, notes, timers, statistics, streaks — lives in an on-device store, which is why the app opens mid-flight and why a dead internet connection changes nothing about the product.
For a client, the same pattern is a compliance shortcut: an app that never collects personal data has almost nothing to leak, no retention schedule to honor, and no cross-border transfer paperwork. We make the privacy posture an engineering decision at phase 01, not a legal apology in year two.
Retention loops without dark patterns
The daily challenge is the only hook the app uses: one fresh, identical-for-everyone puzzle each day, streak counting, and bonus points for consistency. No push-notification spam, no fake lives, no countdown offers. Streaks give the loop its shape; statistics pages (best times per difficulty, solved counts, win streaks) give the progress a place to be seen.
Share cards close the loop from the other side: finishing a puzzle lets you post a designed image of the completed board and your time — the only growth channel a content app genuinely needs, and one that costs nothing to maintain because it is drawn by the same renderer as the game itself.
The interface: calm is a feature
Material 3 theming across a single Flutter codebase, tuned for one-thumb play on phones and two-hand tablet layouts; dark and light themes share the same contrast tokens; the pencil-notes, undo/redo, timer pause, and real-time error highlight states are all part of one input model, so there is no weird mode-switching during play. The board itself is custom-drawn: the grid, selection shading, and peer-highlighting are painted rather than composed, which keeps the frame budget while the app animates at 60fps on entry-level devices.
Free with ads, published like a product
The listing says “Contains ads”, and we keep it that way: a banner placed where it never covers the board, rewarded interstitials offered only between finished puzzles. Monetisation that respects the flow is a design constraint, not an afterthought, and the app-size and startup budgets stay guarded like any other feature.
Release engineering is the boring flex: signed builds, staged rollouts, crash triage, and an update cadence (the listing shows a real “updated on” date, not a 2021 relic). “Relax with free sudoku offline — daily challenges, smart and fun brain puzzles” is what the store copy ends with; keeping it true week after week is the actual product work.
Verified record
- Platform
- Android
- Package
- com.chimbuk.sudoku_master
- Availability
- Google Play (free, ad-supported)
- Last update
- Aug 2026
Update histories, store listing and privacy labels are public on Google Play — that's the point: every claim on this page can be checked without asking us for a screenshot.
Under the hood — what each box took to build
Craft, per feature
Five real difficulties
Easy → Extreme labels are enforced by a technique ladder in the generator: a board only ships as Hard if simpler rules provably can't finish it.
Hints that teach
The same solver used for uniqueness validation returns a technique-named move (“hidden single in row 6”) instead of a digit — guidance as a tutor, not a spoiler.
Pencil notes, undo/redo, timer
One input model drives notes, mistakes-highlighting, and pause/resume; every edit is reversible without breaking the streak or stats.
Daily challenge & streaks
Deterministic seed-per-day generation: every player gets the same puzzle without a server coordinating it. Streak state lives on-device.
Player statistics
Solved counts, best times per grade, win streaks — persisted locally, readable instantly, exportable to nothing because there is no account.
Share win cards
Completed boards are re-rendered to an image by the same custom painter that draws the game — a designed post without a template library.
Commissioning this shape of product
The plan, as we would propose it
01 · Discovery & design1–2 weeks
Core loop on paper, difficulty philosophy, screen set, art direction tokens.
02 · Engine2–3 weeks
Generator, uniqueness-checking solver, technique ladder, hint chain — tested before any UI exists.
03 · Game & meta3–4 weeks
Board UI at 60fps, notes/timer/undo, statistics, daily challenge + streaks, share cards.
04 · Hardening & release1–2 weeks
Low-end device passes, ads integration, data-safety declarations, staged Play rollout.
What a client actually wins
One codebase, whole surface
Flutter/Dart covered phone, tablet, theming, animation and the custom board renderer — the iOS/desktop versions are switches, not rewrites.
Zero-maintenance backend
No servers, no moderation queue, no key rotation — the product's whole operational cost is store updates.
Privacy as architecture
“No data collected” falls out of the local-first design; compliance reviews for similar client apps finish in hours.
Testable at the bottom
Generator and solver are pure Dart — thousands of board properties assert in CI before a widget ever renders.
What is not true (yet)
- New product, small audience: 100+ installs on Play so far — this page says “early”, not “viral”.
- Ads are the only revenue experiment yet; subscription/rewarded-removal pricing is untested territory.
- Android-first today: iOS exists in the roadmap, not the store.
- No ratings to quote yet — the testimonial slot below stays honestly empty until players fill it.
Testimonial slot — reserved, not invented
The listing has no review wall to quote yet — so there is no quote here. Real, credited words move into this card as players leave them.
Sponsored placement — reserved, disclosure first
Placements & partners
This is where a genuinely used tool or partner link would live — hosting, device labs, our travel products. It ships empty and labelled on purpose: when a sponsored link arrives, it arrives wearing this disclosure, never dressed up as editorial.
Answers where they belong
Questions this project answers
Want Sudoku Master-class engineering for your idea?
One brief in, the composer arrives with your platforms pre-ticked — Android, iOS, web, admin.
Is it really free?
Yes — free with a non-blocking banner ad and optional rewarded interstitials between puzzles. No paywalls on gameplay, no fake “lives”.
Does it work offline?
Completely. Every feature — generation, hints, statistics, share cards — runs on-device with no internet required.
What data does it collect?
None, per the Play data-safety declaration: no account, no collection, nothing shared with third parties by the app.
Why does the agency build its own apps?
Because shipping a real product keeps our process honest. Everything this app proved — Flutter performance work, store pipelines, privacy-first architecture — is what your project gets wired with.
Can Chimbuk build a game or content app like this for me?
That is a standard MVP shape for us: engine + interface + store release in roughly 7–12 weeks. Start with the Discovery Sprint and you get the number in writing.
Begin the ascent
Everything on this page is checkable.
Store listing, code craft, and the way we scope — click through and verify, then send us the brief.



