
Brick Zone
Scan dense brick towers
Brick Zone is a night-shift brickworks puzzle built around one rule: nothing leaves the tower until the scanner says so.
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A compact crane feeds masonry loads onto a ten-column yard with no ceiling. The tower keeps growing, and the camera rides the build face so the working edge stays in view. Loads do not fall on their own. No gravity timer pushes you and no drop clock counts down. Each load waits exactly where you put it while you slide it sideways, spin it, read the ghost outline on the stack below, and commit the placement when the fit is right.
The scanner is the only way bricks ever leave. A hazard-yellow frame drifts across the occupied face of the tower while you build, marking the band it will cut. A counter tracks the ten placed loads that arm it. When that counter reaches zero the shift stops: a warning flashes, the camera focuses on the frame, a scan beam runs the band, and every brick caught inside breaks at once. What survives settles as rigid loads instead of dissolving into loose cells.
Scoring rewards packing rather than luck. Broken cells pay a flat rate, full rows inside the frame pay more, and the largest solid rectangle in the scanned band pays on its area squared. Clearing the entire frame lands a Perfect Zone, and a cycle multiplier climbs from 1.0 toward 1.8 as the shift runs.
Every shift is exactly five sweeps long: thirty Scanner Contracts in the campaign, a Ranked Shift posted once to the Foreman Board, and a Daily Blueprint that seeds the same piece bag for everyone that day. Hold Bay, ghost landing, a three-load preview and wall kicks round out the toolkit.
The canvas fills the browser window in portrait or landscape and re-lays out live as you resize. Keyboard and touch controls are both supported, the interface runs in eight languages, and sound and music have separate switches.
Scoring rewards packing rather than luck. Broken cells pay a flat rate, full rows inside the frame pay more, and the largest solid rectangle in the scanned band pays on its area squared, so a tight four-by-three block is worth far more than the same count of scattered bricks. Clearing the entire frame lands a Perfect Zone. A cycle multiplier climbs from 1.0 toward 1.8 as the shift runs, which means late sweeps carry the most weight and a tower you neglected early is hard to rescue at the end.
Every shift is exactly five sweeps long and closes with a full result board. There is no open-ended grind here: you plan roughly fifty placements, you get five chances to cash them in, and you can see precisely where the score came from.
Three ways to work the yard:
Scanner Contracts — thirty campaign stages with rising score targets and quicker scanner movement. Each contract awards bolts for reaching the target, for clearing it comfortably, and for landing a strong rectangle or a Perfect Zone.
Ranked Shift — the standard five-sweep run, posted once to the Foreman Board when the shift ends.
Daily Blueprint — the same five-sweep format with a day-seeded piece bag, so everyone working the board that day is handling the same materials.
Tools on the floor include a Hold Bay that parks one load for later, a three-load preview queue, a ghost landing marker, wall kicks, and eight original brick silhouettes drawn as chunky masonry instead of generic tiles.
Controls suit the device you are holding. On touch, drag a load sideways, tap to rotate, then use the drop control or a downward swipe to place it. With a hardware keyboard, the arrow keys move and place, Z and X rotate in either direction, the space bar commits the load, C or Shift uses the Hold Bay, and Escape pauses the shift.
The canvas fills the whole screen on iPhone and iPad, in portrait or landscape, respects the safe area, and lays itself out again live as you rotate — no letterboxing and no request to turn your device. The interface is available in English, Vietnamese, Traditional Chinese, Simplified Chinese, Japanese, Spanish, Hindi and French, and sound effects and music each get their own switch in the Breaker Box.
Set a foreman name, pack the tower tight, and let the yellow frame decide what your shift was worth.
Features
- Manual placement — loads never fall on their own
- Yellow scanner break armed by every ten placed loads
- Five sweeps per campaign, Ranked and Daily shift
- Thirty Scanner Contract campaign stages
- Hold Bay, ghost landing and three-load preview
- Eight interface languages and Foreman Board ranks
Tips
- Pack solid rectangles inside the scanner band — the largest rectangle pays on its area squared.
- The multiplier climbs from 1.0 towards 1.8 during a shift, so the last sweeps are worth the most.
- Park awkward shapes in the Hold Bay and check the three-load preview before you commit.
What's new
1.0.0 — Brick Zone arrives as the Infinite Scanner build. Loads no longer drop on a timer. You slide, rotate and commit every placement yourself, using the ghost marker to pick an exact landing on the ten-column tower. Each ten placed loads arms the hazard-yellow scanner frame, which focuses the camera, breaks every brick inside its band and scores the packing that survived, with the largest solid rectangle paying on its area squared. Every shift now runs exactly five sweeps and closes with a full result board: thirty Scanner Contracts in the campaign, a Ranked Shift posted once to the Foreman Board, and a Daily Blueprint seeded per day so the piece bag matches for everyone. Also in this build: Hold Bay for parking one load, a three-load preview queue, wall kicks, touch and hardware keyboard controls, a canvas that re-lays out live in portrait and landscape, eight interface languages, and separate sound and music switches.
Questions and answers
Do the bricks fall by themselves?
No. Every load waits until you place it — no gravity timer, no drop clock.
When does the scanner break bricks?
Every ten placed loads arm it; then it breaks every brick inside its frame. A shift is exactly five sweeps.
What is the Daily Blueprint?
A five-sweep shift whose piece bag is seeded by the day, so everyone gets the same loads.
Screenshots
Ratings and comments
Leaderboard
Scores come straight from the game. Nicknames are chosen by players.
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