River Mill
Drag to move a lumberjack between the river and mill, collect floating logs, and carry the growing stack into a production route.
Independent game guide
Merge matching crates, fish, and flowers on a 6×6 board, then deliver requested levels before the 150-second tide ends.
Playable here on GameWren.The game is served by the creator’s official host inside this page; GameWren does not rehost its files.
Each 150-second round scatters crates, fish, and flowers across a 6×6 board. Drag two identical goods together to replace them with the next level, leaving useful space for the combinations required by the three order cards.
In the tested round, combining two level-one crates produced a level-two crate and raised the coin total from zero to one. The board, order progress, timer, coins, and stars all remained visible while the round continued.
An order shows both a good and its minimum level. Drag the completed item onto that order to earn its listed coins and stars; an unsuitable item snaps back to the board without a penalty.
Because new goods share limited cells with the pieces being upgraded, efficient play alternates between building the requested chain and clearing finished orders before the board becomes crowded.
Coins buy better crates, while stars raise the Harbor level. Continued progress unlocks the Dock and port decorations rather than resetting every result after the timer expires.
Daily goals and sunny or rainy tides vary the short sessions. The one-handed drag controls work without a tutorial wall: press Play, merge matching goods, and use the visible orders as the plan for the round.
The live round opened with three active orders and a 2:30 timer. Dragging one level-one crate onto another created a level-two crate and increased the coin total from zero to one, confirming the board's merge-and-deliver loop.
Drag to move a lumberjack between the river and mill, collect floating logs, and carry the growing stack into a production route.
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