Circuit IQ app icon

Circuit IQ

Join two matching tiles with a line that turns no more than twice.

Two games under one rule · twelve rationed powers · a board a day · a hundred badges each · iPhone & iPad

Coming soon to the App Store

What it is

Two tiles go together when they match and a line can be drawn between them that turns no more than twice, over empty cells only. That rule came out of a Japanese arcade cabinet in 1989 and has been passed from hand to hand ever since. Circuit IQ is the rule rebuilt, and it is now two games in one app, a switch apart: Colour, where a tile is a colour and a mark, and IQ, where every tile is a figure and a key under the board says what a pair is today.

The line matters more than the pair. A pair sitting in plain sight is often unreachable, while two tiles at opposite corners join easily by going the long way round — on most levels the empty border is part of the board, and a route may leave the tiles, travel round the outside and come back in.

Two games

Colour

Tiles carry a colour and a mark, and a pair has to agree on both. Thirty-two boards across eight worlds, each with its own idea: plain, blocks, gravity, slide, columns collapsing toward the middle, rows splitting apart, shear. Dark and amber.

IQ

Same rule, different tiles. Every tile is a figure — one of sixteen shapes, one of five fills, up to three side by side — and under the board sits the key, which says what "match" means on this board. It changes every four levels: Match, Cue, Code, Trail, Steps, Sum, Matrix. From the third world some figures are turned; from the fifth, pairs of tiles quietly change places while you look. More to hold in mind, so it is the harder game. Light, like a sheet of paper.

It is a score, never a test. Nothing here measures anything about you; it is a puzzle about reading a rule and applying it fast.

Each game keeps its own scores, its own board of the day and its own hundred badges. The switch on the opening panel chooses the next run; the switches on the Scores and Badges pages only change which game's records you are looking at.

Screenshots

The opening panel of the colour game: Start New Game, Today's Board, the Colour / IQ switch, and the twelve powers below Today's board in the colour game, mid-level The opening panel of the IQ game, in its light look Today's board in the IQ game: figures on the tiles and the key beneath The help veil over a board, with the Break power lit and a bubble explaining it Scores: the badge strip, Game Center, today's board, the sitting The Badges page: a hundred medals in a grid, earned ones in their metal A board in play with a badge just earned announced over it: the medal, its name and what earned it
Today's colour board on iPad Today's IQ board on iPad Scores on iPad The help veil on iPad, held on its side

The colour worlds

Each world plays the same four board sizes, and each adds something the one before it did not have — a rule to play around, and a mark to read. Even worlds carry blocks; from world three on the board settles after every clear, and every world settles differently.

1 · colourPlain. Nothing in the way, and nothing on the tiles: match on colour alone, from twice the usual number of them.
2 · 1 2 3 4Blocks. Dark squares that never match and never move, a pair more of them each level.
3 · A B C DGravity. Clear a pair and everything above it drops into the gap.
4 · shapesBlocks and gravity together, and the marks turn to shapes.
5 · colourSlide. Everything slides left into the gap, and the tiles are bare again.
6 · 1 2 3 4Blocks, and Centre: each column collapses toward the middle from both ends.
7 · A B C DSplit. Each row pulls apart from the middle, out toward both sides.
8 · shapesBlocks, and Shear: rows above the middle slide left, rows below slide right.

The IQ worlds

Eight worlds, and a different key for each. The strip under the board names it and says, in a few words, what a pair is.

1 · MatchTwo identical figures. No key yet.
2 · CueTwo figures that share the named thing — shape, fill or count — and the rule changes after a set number of pairs, never repeating on a board.
3 · CodeA digit and the figure the table gives it. The last level redeals the table halfway.
4 · TrailNot a pair: one tile at a time, in the key's order, each reached by a route from the last one cleared.
5 · StepsA figure and its neighbour one step up the scale: the next fill, then the next shape.
6 · Trail BThe trail again, alternating digits and figures.
7 · SumTwo figures of one shape whose counts add to the key's target. Fills do not matter.
8 · MatrixClear the field as pairs; then pick up the missing figure of each three-by-three block and route it into the ? card.

Features

Twelve powers, rationed

Reveal a pair, shuffle, take any pair by hand, tilt the phone and watch the tiles fall that way, break every tile of one kind, freeze the clock, turn the settling over, take a pair at random, rotate the board a quarter turn either way, stand every turned figure upright, or swap two tiles. A budget for the whole run — not an allowance each level. More come from clearing a level with time to spare and from finishing a world.

One board a day, twice

The date names a level of each game and deals it, so it is the same board for every player everywhere. One attempt at each. Clear it on consecutive days and the streak builds, separately for Colour and for IQ.

The Sitting

Ten boards, two minutes each, no powers, one after the other, and an index out of a thousand at the end: completion, speed, and every wrong pair counted against you. A game score, and nothing more.

A hundred badges each

Medals from bronze to platinum, earned from your own records: pairs and levels, the best run, the worlds reached, stars, chains, perfect levels, full runs, today's board, the sitting, the powers. Scores shows the strip; the Badges page shows all hundred with what earns each.

Chains, stars, lives

Pairs found within three seconds of each other chain, each link worth more than the last. Every level cleared earns one to three stars. A run has three lives: running out of time costs one and offers the level again; finishing a world gives one back.

Say it

Switch on the microphone and a key appears along the board's edge: numbers over the columns, letters down the side. Say "B3 E7" and the pair is tried; say "Reveal" and the power is spent. Everything is recognised on the phone itself; nothing you say goes anywhere.

Keyboard and controller

A hardware keyboard or any game controller drives every screen — the arrows or WASD, a D-pad or stick, Return or A to act, Escape or B to go back. The Xbox Adaptive Controller included.

Not sure what a button does?

Tap the ? beside the i, then tap anything and it explains itself: a button, a readout, a power, a tile, a card of the key. Every panel has a ? of its own. The field guide behind the i is the whole game with pictures.

Music of its own

Thirteen tracks to pick and order, step through with the buttons beside IQ Music, or keep soft. If your own music is playing when the app opens, it stays yours until you press play.

Game Center, or not

Sign in and your best run, every level and today's board go to leaderboards, with sixteen achievements. Or play as a guest and keep it all on the device — the choice is one switch in Settings.

Relaxed, if you like

Turn the clock off entirely and a level ends only when the board is clear. Every world, block, key and settling rule still applies.

It waits for you

Close the app in the middle of a level and the run is kept — the board as you left it, your score, your lives and your remaining powers. iPhone and iPad, either way up.

Support

Questions or problems? Write to us:

support@macdevstudio.com

Helpful things to include: your device model, your iOS version, which game (Colour or IQ), world and level you were on, and what you were doing when the problem appeared. There are no accounts and no server — everything lives in the app on your device — so a description is usually all we have to go on.

Privacy Policy

Last updated 13 September 2026 — Circuit IQ for iOS.

Circuit IQ collects no data whatsoever.

If this policy ever changes, the change will be described here before an updated app is released.

Contact: support@macdevstudio.com