Starjar Merge
Planet merging puzzle
Game information
- Category
- Puzzle
- Controls
- Touch, mouse, keyboard
- Languages
- 20 languages
- Price
- Free
About Starjar Merge
A jar at the edge of the galaxy collects stray rocks. Press two alike together and they grow into a world; grow the worlds far enough and the jar holds a sun of its own.
Drop planets into a jar. Two of the same merge into a bigger one, eleven sizes from pebble to sun. Keep the pile below the line.
How to play Starjar Merge
Move your finger or mouse to aim and release to drop; arrow keys and Space work too. Only the five smallest planets are dropped into the jar; every bigger one has to be made by merging. When two planets of the same kind touch they merge into the next size and score points. Merges that follow each other quickly form a chain and multiply the score. While the pile is above the dashed line a two-second clock fills and the line flashes red; when the clock is full, the run ends. Dropping back below the line does not reset the clock: it drains at one and a half times the speed it filled.
Controls
- Touch
- Move your finger to aim, release to drop.
- Mouse
- Move the mouse to aim, click to drop.
- Keyboard
- Use the arrow keys to aim and Space to drop.
Features
Eleven planet sizes
From Pebble to Sun, only the five smallest ever drop into the jar; every bigger size has to be made by merging two of its kind.
Chain scoring
Merges that follow each other quickly form a chain and multiply your score, so one drop that triggers two merges is worth far more than two separate ones.
Draining danger clock
A two-second clock fills while the pile sits above the line. Dropping back below does not reset it; the clock only drains at one and a half times the fill speed.
Hard mode
Unlocks once you merge a Lagoon planet and shortens the jar with a lower danger line.
Tips
- Keep the smallest planets on one side and let the big ones settle on the other, so merges do not get buried.
- Look at the next planet before you drop: place the current one where the next can meet its twin.
- Chains multiply the score, so set up two merges that trigger each other with a single drop.
- Time above the line adds up: when the pile drops back, the two-second clock does not reset but drains at 1.5 times the speed it filled, so a second climb soon after the first ends the run sooner.
- Big planets roll: drop small ones into the gaps they leave instead of on top of them.
Frequently asked questions
How do I get a high score in Starjar?
Set up chains: line up a drop so it triggers two merges at once, since consecutive merges multiply the score. Keep small planets on one side and let big ones settle on the other so merges do not get buried.
Is Starjar hard, and what does hard mode change?
Hard mode unlocks once you merge a Lagoon planet (the ninth size) and gives you a shorter jar with a lower danger line, so the pile has less room before the clock starts.
How many planet sizes are there in Starjar?
Eleven, from Pebble to Sun. Only the five smallest drop from your finger or cursor; every larger size only appears by merging two of the size below it.
Does Starjar save my progress?
Your best score, unlocked hard mode and stats stay on this device. Use Sync devices to move them to a new phone or browser with a one-time code; there is no account.
Can I play Starjar on my phone?
Yes. Move your finger to aim and release to drop the planet.
What happens if the pile stays above the line too long?
A two-second clock fills while you are over the line, and the run ends when it fills completely. Dropping back below only drains it at one and a half times the fill speed, it does not reset instantly.
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