Desktop Controls
Drag with the mouse to rotate the model; click a turret to dock it - the build maps mouse input to touch.
Docked turrets aim and fire on their own.
Continue playing
Game guide
Cube Shoot Puzzle is a shooting gallery you play with your brain first. A floating voxel sculpture - a banana, a rocket, who knows what next - hangs in the dark, and below it waits your rack of color-coded turrets, each holding a limited magazine. Swipe to spin the model, tap a turret to dock it, and it opens fire on its own, picking off blocks of its color one voxel at a time. Clear the whole sculpture to beat the level.
Actual gameplay


Objective and input
Swipe to rotate the 3D model and survey its colors. Your turrets line up at the bottom with their ammo counts showing; tap one and it takes a dock slot, aims and fires automatically - but only at blocks matching its own color, one voxel per bullet. A turret that runs dry destroys itself and frees the slot, and the rack slides forward. You lose only by deadlocking: no turret left that can hit anything while blocks still stand. Chains, iced blocks, gift-wrapped voxels and mergeable mega-cannons show up as the levels climb.
Drag with the mouse to rotate the model; click a turret to dock it - the build maps mouse input to touch.
Docked turrets aim and fire on their own.
Swipe to rotate the model and inspect every side.
Tap a turret to send it into a dock slot; it fires automatically at matching colors.
Watch the ammo numbers - a dry turret self-destructs and frees the slot.
What stands out
Turrets do the shooting; your job is which color goes up, in what order, and at which face of the model.
Every shot destroys exactly one matching block, so big sculptures are an ammo-budget puzzle as much as a color puzzle.
Turrets carry visible magazines, dry ones blow themselves off the board, and the queue slides forward to the next option.
Chains, ice, gift wrap and mergeable mega-cannons layer onto the voxel models as levels progress.
Useful guidance
Rotate first, dock second - the color you cannot see is the one that deadlocks you.
Count the colors before committing a turret; its magazine has to cover every block of that color in reach.
Let a dry turret go - the freed dock slot is worth more than squeezing one last angle.
Common questions
No - you rotate the model and choose which turret docks; docked turrets aim and fire automatically at blocks of their own color.
Exactly one voxel of the turret's color, so clearing a sculpture is an ammo-budget puzzle.
By deadlocking: no turret able to hit anything while blocks remain. A warning counts down first, and you can revive or restart.
The row of slots above your turret rack - a tapped turret moves there, opens fire, and self-destructs when its magazine runs dry.
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