New Features and Update Notes
A summary of new vehicle and cloud sources, gears, hazards, rewards, social features, and mobile experience improvements.
As Marble Sorting grows, the goal is not simply to add more levels. Each new feature should feel like a natural part of the color-sorting flow. The current game combines varied hazards, rewards, social features, and a more comfortable mobile experience.
More varied levels
Levels can use different pipe counts, color counts, tray queues, track speeds, move limits, and time limits. Some stages use standard pipes, while others use top selection. The core rules stay familiar, but the best decision can change from one level to the next.
New hazards and barriers
Bombs, lightning, lasers, ice, and water create situations that change your priority order. Chains, glass, stone walls, key locks, and expanding balloons add another layer of planning before certain trays become available.
Daily Wheel and rewards
The Daily Wheel can award gold or support rights. The selected reward remains hidden until the wheel fully stops, preserving the surprise. Earned rights can be saved and used later when a difficult level truly needs them.
Messaging and challenges
Players can exchange private messages and see sent, delivered, and read states. Live unread counts and sound alerts keep conversations active. Incoming messages can be disabled, players can be blocked or unblocked, and the conversation becomes available again as soon as the restriction is removed. Challenges give both players the same special conditions for a fair one-attempt match.
Gifts and campaigns
Completing levels, clearing selected colors, or reaching score targets can unlock extra rewards. These goals give players something additional to follow alongside normal progression.
A more comfortable mobile experience
Ball drops, track rotation, cage movement, and special effects keep their established look while long play sessions feel steadier. Frequently used sounds and visuals are prepared earlier, reducing unnecessary pauses. The aim is smoother play without changing the game’s identity.
Languages and accessibility
Marble Sorting supports many languages and right-to-left layouts. Music and sound effects can be adjusted separately. Portrait guidance, generous touch areas, and clear in-game notices make mobile play easier to understand.
Update philosophy
Whenever a feature is added, levels, audio, effects, rewards, messaging, and the overall flow are checked together. This allows Marble Sorting to expand while preserving the look and gameplay players already know.
New cloud and vehicle source modes
Marble Sorting now supports Cloud, Dump Truck, Loader, Concrete Mixer, Tractor, Grader, and Fire Truck sources alongside classic pipes and top selection. In vehicle stages, roadside single-color piles replace the pipes. Players tap those piles to release balls, while the fleet transfers real reserve stock toward useful piles according to visible and upcoming tray demand.
- Dump Truck: Raises its tipper, unloads onto the correct pile, and continues forward.
- Loader: Lifts its arm, tips the bucket, and drops the load onto the pile.
- Concrete Mixer: Uses a rotating drum and a deploying chute to deliver balls.
- Tractor: Raises its trailer and begins a controlled flow once the bed reaches a useful angle.
- Grader: Carries balls against its center blade, then lifts the blade to release them.
- Fire Truck: Arrives with flashing beacons and a siren, then unloads through its deploying hose assembly.
Gears, traffic, and fair challenges
Vehicle modes include a five-step gear control that increases travel and dispatch tempo. It does not increase total ball stock; it only moves reserve stock into the roadside piles faster. Vehicles preserve arrival order, do not overtake one another, and leave forward instead of reversing when no useful target remains. In challenges, the source mode and gear are identical for both players and remain locked during the attempt.
Position-aware sound
Engine, tipper, bucket, trailer, drum, hose, and siren sounds are synchronized with each vehicle’s screen position and animation stage. Audio becomes audible as a vehicle approaches from the left and fades as it leaves, giving every mode its own movement and sound identity rather than only a different visual skin.