Trism – boxart
MobilMobil (iOS a Android)

Trism

Puzzle 2008 iOS Demiforce ⏱ Short · up to ~3 h 🧩 Puzzle
Trism – In-game
In-game
Trism – In-game
In-game

One of the first App Store hits, controlled by tilting the phone instead of touch.

Trism was among the first games to prove that the App Store deserved attention beyond simple arcade titles - a puzzle built on colored triangles that slide toward each other as you tilt the phone, disappearing from the board when three same-colored tiles connect. Instead of touch gestures, the player controlled the entire game with the movement of their wrist, which in 2008, shortly after the arrival of the first iPhone with an accelerometer, felt like a small miracle and showed what the phone's sensor was actually good for.

Demiforce designed Trism as a clean, minimalist puzzle without unnecessary frills: a clear grid, bright colors, and smooth tilt physics that made the game feel tangible despite being nothing more than digital tiles. It was precisely this combination of a simple puzzle principle with the then-exotic tilt controls that made it one of the store's early hits and a reference point for what a game tailored specifically to a touchscreen phone should look like, rather than one ported from a computer or console.

Trism's success helped set the expectation that mobile games don't have to copy gamepad control schemes but can build on what the phone additionally offers - tilting, touch, the accelerometer. Many later puzzle and arcade titles followed this approach, even though Trism itself feels today like a modest, short amusement more suited to a quick round between other obligations than to long evenings spent at the screen.

Why play it: Anyone who wants to experience how the first truly mobile games on the App Store were born will appreciate Trism as a historically interesting, if now simple, puzzle.

Game 217 of 363 for Mobil (iOS a Android)