TETRIS FORGE

ТЕТРИС

Drop glowing polycubes into the void beneath the domes. Clear horizontal layers. Forge your score.

The Basics

TETRIS FORGE is three-dimensional Tetris. Pieces fall along the Y axis (downward) into a rectangular well measured in width × height × depth (X × Y × Z). You move and rotate each piece on the horizontal X/Z plane before it locks into place.

Unlike classic 2D Tetris, you can tilt pieces in 3D with extra rotation keys, navigate depth with W/S, and orbit the camera around the well to read the stack from any angle.

The goal is to fill horizontal layers — entire Y-slices of the well floor — to a configurable percentage (default 80%). When a layer meets the threshold, it is forged away: all cells on that level are cleared and everything above drops down. Multiple layers can clear from a single lock. Game over occurs when a new piece spawns overlapping locked cells.

Layer Progress in the sidebar tracks your most-filled layer — how many cells are occupied, how many remain, and whether you are close to the clear threshold.

Game Modes

Choose a mode on the title screen or from the sidebar dropdown before starting a new game. Each mode sets the well size, gravity speed, scoring multiplier, and whether forge assists are available.

ARCADE

6×12×6 well · 800 ms gravity · forge assists · boosted visual effects · 1× score. The default mode — faster clears and helpful power pieces.

CLASSIC 3D

8×16×8 well · 1000 ms gravity · 100% layer clears · no assists · 1× score. The full-size well for purists who want zero help.

FORGE RUSH

5×10×5 well · 600 ms gravity · forge assists · boosted effects · 1.5× score. Compact well, blazing speed, highest score potential.

Layer Clear Threshold

Use the Layer Clear slider in the sidebar (50%–100%, default 80%) to set how full a layer must be before it forges. Lower values mean easier clears; 100% requires every cell on a layer to be filled. In Classic 3D the slider is locked at 100%. The setting applies immediately and affects all future clears in the current session.

Custom Well Size

Between games you can resize the well by dragging the corner grips on the wireframe boundary (visible at the edges and corners of the 3D well). Wells can range from 4×6×4 up to 16×24×16, but cannot shrink below the space occupied by locked blocks and the active piece. Selecting a mode preset resets the well to that mode's default dimensions.

Pieces

Seven standard 3D tetrominoes — each four mino cubes connected face-to-face in a single Y plane — plus three forge assist pieces in Arcade and Forge Rush modes.

Tetrominoes

I — Cyan
Four in a line. Best for spanning an entire layer quickly.
O — Amber
2×2 square. Stable, predictable, great for filling corners.
T — Violet
T-shape. Versatile for T-spin-style rotations and gaps.
S — Green
S-shape. Good for interlocking stacks.
Z — Coral
Z-shape. Mirror of S; watch for overhangs.
J — Blue
J-shape. Hooks into left-side gaps.
L — Orange
L-shape. Hooks into right-side gaps.

Randomizer

Pieces are drawn from a 7-bag randomizer: every seven spawns contain one of each tetromino type before the bag reshuffles. This keeps distribution fair and predictable over long runs.

Hold & Next Queue

Controls

These match the control hints shown in the in-game sidebar during play.

Mouse

LMB drag piece RMB rotate Y (horizontal) 2×RMB rotate Z (vertical) MMB hard drop Scroll zoom

Keyboard

WASD move ↑↓←→ move Q/E rotate Y R/F rotate X Z/C rotate Z Shift hold Space / Enter hard drop soft drop P pause

Touch

2-finger twist rotate Y 2-finger swipe rotate X/Z
3D rotation — X and Z rotations (R/F, Z/C, two-finger swipes) are available in modes that enable 3D rotation. R/F and Z/C are mapped to the nearest camera-facing axes so they stay intuitive after orbiting. Y rotation always works. Pieces stay at their current height when moved or rotated — the ghost shadow shows where they will land; gravity, soft drop, and hard drop bring them down.

Scoring & Progression

Layer Clears

Layers forged at onceBase points
1 layer100 × level
2 layers300 × level
3 layers500 × level
4 layers800 × level
5+ layers800 + 400×(n−4) × level

Final points are multiplied by the mode score multiplier (1× or 1.5× in Forge Rush). Partial clears also refund 2 points per surplus cell above the clear threshold.

Combos

Clear layers on consecutive locks without a miss in between to build a forge combo. Each combo after the first adds (combo − 1) × 50 × level bonus points and displays FORGE COMBO ×N. Failing to clear any layer on a lock resets the combo to zero.

Drop Bonuses

Layer Milestones

After each lock, the game checks your best-filled layer relative to the clear threshold:

Milestone tracking clears when any layers are forged (so shifted layers do not inherit stale flags).

Level & Speed

Level increases by 1 for every 10 total lines (layers) cleared. Gravity speeds up by 80 ms per level, down to a minimum of 50 ms between drops. Base gravity depends on mode: 600 ms (Rush), 800 ms (Arcade), or 1000 ms (Classic).

Forge Assists

In Arcade and Forge Rush, there is a 9% chance each spawn is a special assist piece instead of a normal tetromino. Classic 3D never spawns assists. Each assist is a single glowing cube that triggers an effect on lock.

Bomb
Clears a 3×3×3 cube of locked cells centered on the landing cell. +5 points per cell destroyed. Triggers FORGE BLAST.
Anvil
Compacts the column under the landing spot — fills every empty cell from the floor up to the Anvil’s Y. +15 points per cell filled. Triggers ANVIL STAMP.
Spark
Welds one empty cell on the layer closest to the clear threshold (not yet clearable). +30 points. Triggers SPARK WELD.
Strategy: Save assist pieces for moments when your best layer is nearly full — Anvil and Spark can push you over the clear threshold on the next lock. Bombs are best used to punch holes through messy stacks or wipe a cluttered layer.

Advanced Tips & Techniques

Reading the Stack in 3D

Layer Forging Strategy

3D Rotation & Wall Kicks

Hold & Queue Management

Speed Techniques

Starting a Game

Enter the Forge