Fruit Merge
A free, no-login fruit merge drop game in your browser: aim, drop, and let two matching fruits touch to make a bigger one. Crossing the line starts a 3-second countdown instead of an instant loss, and every move is auto-saved.
🕹️ How to play
- How to aim and drop: Press above the jar and slide left or right; the dropper and a vertical aim line follow your finger, and lifting it drops the fruit. A single tap also drops right where you tapped. On desktop use the mouse, or click the jar and use the arrow keys plus Space.
- How fruits merge: When two fruits of the same kind touch, they merge into the next size up: blueberry, cherry, kumquat, lime, kiwi, orange, apple, peach, pineapple, cantaloupe, watermelon. The evolution bar under the score always shows this order and lights up what you have reached.
- When the game ends: The jar has a danger line near the top. It turns amber when the pile gets close; once a fruit sits above it, the line turns red and counts down 3, 2, 1. Let it fall back or merge it away in time and nothing happens — if the count reaches zero the run is over.
- How to use Swap and Shake: Every run gives you 3 free Swaps and 2 free Shakes. Swap trades the fruit in hand with the next one; Shake bumps every fruit in the jar to loosen a jammed pile. Using either marks the run as assisted, and your pure-skill best is tracked separately.
📖 Rules & variants
There are 11 fruits: blueberry, cherry, kumquat, lime, kiwi, orange, apple, peach, pineapple, cantaloupe and watermelon. The first two drops are always blueberries; after that only the five smallest fruits fall at random, smaller ones more often, so anything from orange upward has to be merged. The Next box shows what is coming after the fruit in your hand.
Scoring: creating a level-k fruit scores k×(k+1)/2 points — cherry 1, kumquat 3, lime 6, up to watermelon 55. Dropping scores nothing. A merge within 1 second of the previous one continues a combo; from the 2nd link each step adds 0.2× (×1.2, ×1.4 …) up to ×2.0, rounded down. Example: two blueberries make a cherry for 1 point; two kumquats merging 0.3 s later are combo 2 and make a lime for 6×1.2 → 7 points.
What happens when two watermelons touch: it is a Watermelon Harvest. Both melons leave the jar, you score 100 base points with the current combo multiplier, and a harvest banner pops up. Nothing smaller is created — the freed-up space is the prize.
The line rule: a run only ends after fruit has stayed above the danger line for 3 seconds in a row. While that happens the line is red and counts down; the moment no fruit is over the line, the timer resets. Freshly dropped or freshly merged fruit is ignored for its first second, so a merge that pops a fruit upward never costs you instantly, and the timer pauses for 1.5 s after a Shake.
Power-ups and records: Swap (3 per run) exchanges your hand with Next without drawing a new fruit; Shake (2 per run) needs 1.5 s between uses. Any power-up turns the run into an assisted run: it still counts for your overall best, but only power-up-free runs can set the pure-skill best. Passing one phone around? One run each, compare final scores, and judge assisted runs separately.
Saving: the game saves every time the pile comes to rest, every 5 seconds, and when you switch away. Reload or reopen the page and it waits on "Game restored" with your score, countdown, power-ups and upcoming fruit order exactly as they were. From the pause menu, End run asks for a second tap and then settles the run normally.
Strategy: keep the big fruits in one corner and build a staircase from large to small so new fruit rolls next to its twin; never bury a small fruit under a big one; glance at Next before every drop and leave it a landing spot; when the countdown appears, drop where a merge happens immediately, and save Shake for a late-game jam.
❓ FAQ
Last updated: 2026-10-02 · Saved on this device only