Aim, match three, and let the whole cluster fall. Play untimed Endless, 100 levels, and a daily pick, with accurate bank-shot guides, free swaps and hints. Play Bubble Shooter free in your browser — no download, no account.
Why play Bubble Shooter here?
The guide and the real shot use the same geometry, including wall bounces. Drop a whole cluster by removing its support. Swap freely or ask for a hint; 100 levels have replayed winning routes.
How You WinIn Endless, collect supplies and explore farther for a higher score. In levels, clear the board or rescue every star before running out of balls or reaching the danger line.
Board
Staggered 11 / 10 columns
Match
3 or more touching balls
Modes
Endless · 100 levels · Daily pick
Complete Rules
Balls touch through six neighbours on a staggered grid. An ordinary matching group clears only when the newly fired ball joins at least two of its own colour. An unrelated group elsewhere does not clear.
After a match, every ball without a path to the ceiling or a cloud anchor falls, regardless of colour. A side wall does not support a ball. Clearing earns 10 points per ball; dropping earns 20.
Endless starts with 24 shots and keeps three connected regions ahead. Clearing a region appends another above without a round break; score, shots and charge carry on. Every shot costs one, while matching or dropping a +2 bubble adds two. Running out or reaching the danger line ends the run. Best score and farthest region are saved.
Endless uses three colours in regions 1–3, four from region 4, five from region 9 and six from region 19. Normal regions decrease from four to three supplies, then two from region 25. Supply gardens appear at region 6 and every four regions thereafter: three colours and four +2 bubbles early on, then four colours and five +2 bubbles. Large groups and clear supports offer a chance to recover shots. Ammunition draws from colours near the visible playfield, slightly favouring larger groups; an extinct reserve is replaced. The same seed and actions reproduce layouts and balls.
Levels and daily puzzles retain a fixed sequence and shot allowance. Refills skip colours absent from the entire remaining map, including unrevealed rows, without spending shots. An extinct reserve changes colour after the clear. Swapping is free, and the same actions reproduce the same sequence. Completing the goal with the last ball is a win.
The first four levels have one region. From level 5, continuous tall maps grow through two, three and four regions, with four or five in the final chapter. Clear space below to reveal more bubbles. The whole map is arranged at the start; the launcher and danger line stay in place while the remaining map moves down.
Grey stones cannot be matched, but fall when their support disappears. Gold-ringed star balls keep their normal colour; matching or dropping them rescues them. A rescue level ends when all its stars are rescued.
The danger line is fixed in the playfield viewport. Changing your window size cannot change whether a ball has crossed it.
Your First Game
Start at level 1. The opening boards introduce matching, dropping, swapping and bank shots gradually. Experiment freely; there is no required shot sequence.
Look at the landing ring before releasing. The guide is the actual shot path, including wall bounces.
Look above a large hanging group. Removing its small support often clears more than shooting its lowest ball.
Check the next ball before shooting. Swapping is free and can reveal a much better opening.
Practical Strategy
Open a route before chasing points. A small match can expose a high support that drops a much larger group.
Keep both sides open for bank shots. Filling the edges can block access to a cluster near the ceiling.
A useful setup shot may not score. Joining one matching ball makes a pair you can clear with a later ball.
Hints only inspect the currently visible bubbles and the two visible balls. They suggest a promising immediate action, not an optimal solution or a guaranteed win.
Winning and Special Rules
The first 16 levels use ordinary colours to develop matching, supports, banks, saved colours and routes. Stones and rescue arrive in 17–20, bombs 21–26, lightning 27–32, ice 33–38, extra shots 39–42, rainbow 43–46, keys and locks 47–54, clouds 55–60 and crystals 61–68. Levels 69–100 combine selected mechanics. Each new mechanic starts gently, develops into a puzzle, then joins earlier ideas.
Land any colour beside a board bomb to clear its neighbouring ring, including stones, and chain nearby bombs. Land beside lightning to clear its row, without colour matching. Copper bombs and silver-blue lightning are neutral mechanisms, outside the six matching colours. Dropped bombs and lightning do not detonate.
Ice thaws into the colour of an adjacent ordinary match. It can join a match on the next shot, with no automatic cascade. A blast destroys ice directly.
Match or drop a +2 bubble to earn two shots, including on your last shot. A still-useful reserve stays unchanged; Campaign bonus ammunition follows a fixed tail sequence and filters extinct colours.
A rainbow projectile chooses the largest matching colour group beside its landing cell, using a fixed colour order for ties and preferring a touching crystal. It follows normal matching or mechanism rules; its guide shows the resolved colour.
Match or drop a numbered key to open locks with the same number. Locked balls support others but resist matching and blasts. Unlocking does not automatically clear a group.
Clouds independently support floating clusters. Land any colour beside a cloud to remove it; only bubbles with no remaining ceiling or cloud connection fall.
Land beside a hexagonal faceted crystal to feed it your shot without attaching a new ball. An unlike colour dyes it; a matching colour clears it and its connected colour group, with no three-ball minimum. All crystals beside the landing cell react, but freshly dyed crystals do not immediately clear. Changing the angle into the same cell gives the same result; touching bombs, lightning and clouds activate as well. A rainbow shot takes an adjacent crystal's colour.
When aiming a special effect, solid outlines show clears; dashed outlines and downward arrows show drops. Thawing, unlocking and recolouring preview the changed balls. A short contextual explanation appears while you aim.
Levels unlock in order, starting at level 1. A brief text celebration leads automatically into the next level. Replay completed levels or play your currently unlocked level; later levels stay locked. Progress is saved in this browser.
Daily pick generates an independent puzzle and fixed ball sequence for each calendar date, with a verified winning route. The same date gives everyone the same puzzle. Best shot counts are saved in this browser. After midnight your board stays on its original date; tap Daily pick to start today's puzzle, or Retry to replay the current one. Daily wins do not unlock levels.
In Endless, dropping 12 bubbles charges one orb; keep one at a time. Select it beside the launcher or press B, then aim and shoot. Solid highlights show the two-ring blast, including stones; dashed highlights show drops. Firing costs one shot, preserves useful displayed colours and does not recharge itself. Charge carries across regions. A golden sector fills the bomb as it charges; a full bomb glows with sparks.
Autosave keeps the current map, regions, camera, score, balls, random state and orb charge. Retry starts from the same opening; Endless restarts at region 1. Hints count as assistance without subtracting points. Saved legacy Classic games retain their rules; starting a new game enters Endless.
Keyboard: left/right to aim, Shift for finer adjustments, Space or Enter to fire, X to swap, Escape to cancel, and B to select or keep an orb in Endless. Touch: drag to aim and release to fire; move below the launcher to cancel. Switching away from the window cancels an unfinished gesture.
Normal balls are distinguished by six colours. Special bubbles use distinct icons or silhouettes, with their base colour indicating a match. Numbers pair keys with locks. System reduced-motion preferences skip animations. Sound is optional. Controls support a keyboard, but the canvas board does not provide full nonvisual play.
Common Mistakes
Three balls in a straight line are not required: any connected same-colour group of three counts.
The ball cannot pass through a gap narrower than its diameter. A landing ring is shown only for a reachable cell.
Endless uses colours near the current view; Campaign and Daily use the entire remaining map, including unrevealed colours. A still-useful reserve stays unchanged.
A verified winning route means a level can be solved. Your own choices can still run out of balls; retry to try a different route.
Bubble Shooter FAQ
How do I play Bubble Shooter?
Aim with your mouse, or drag a finger on the board, then release to shoot. Join two or more balls of the same colour. Tap the next ball to swap the two shown balls.
Can I bounce a ball off the wall?
Yes. The guide shows the complete wall-bounce path and the actual landing cell. An angle with no reachable landing is blocked and costs no ball.
Is there a timer or a lives system?
No. Take your time and retry freely. Endless starts with 24 shots and +2 bubbles replenish them. Campaign and Daily use a fixed starting allowance.
Getting the bubbles ready…
Drag to aim, release to shoot. Tap the next ball to swap. ← → aim · Shift for fine aim · Space shoot · X swap · Escape cancel · B orb