Store data
- UK price
- £3.77
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 23 October 2026
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1 player-data day recorded in this window.
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
You know FreeCell. Eight columns, four free cells, four foundations, every card face up from the first second. No luck, no hidden information — just you and a solvable problem.
Cellwright keeps all of that and adds the one thing FreeCell never had: a reason to play well rather than merely finish.
Every deal sets a quota . Emptying the board does not clear the deal — banking enough points does. And points come from chains.
Every card you send to a foundation scores its rank in chips, multiplied by your Mult . Each card banked in an unbroken run of foundation moves pushes Mult higher. Touch the tableau and the chain breaks, and Mult falls back to one.
So the real question stops being "can I solve this?" and becomes "how long can I hold off?" Every card you set up but do not bank is a card waiting to join a longer chain. Greed is correct right up until the moment it is catastrophic.
A run is eight antes. Ante one is a gentle twenty-four cards. Ante eight is the full fifty-two, with the quota to match.
Miss a quota and you burn a Fuse. You have three. Burn all three and the run is over — your score is whatever you banked getting there.
Clear a deal and you earn gold. Between antes the shop opens.
Brass Cell — a fifth free cell. Twin Cells — a sixth.
Flywheel — every chain starts at ×2 instead of ×1.
Sealed Column — give up a tableau column, take two free cells.
Crown Weight — court cards score double.
Short Course — every deal uses one rank fewer, quota falls with it.
Ballast — every quota drops fifteen percent, for the rest of the run.
Relics are permanent and they stack. Consumables sit in two slots and are spent when used — a Bellows to start your next chain at ×5, a Shim for one more free cell, a Mulligan to throw the whole layout away.
From ante three the deals start fighting back, and from ante seven they double up.
Jammed Cell — one free cell is welded shut.
Narrow Bed — one fewer column to work with.
Damper — Mult only rises every second card.
Ceiling — Mult cannot pass ×8.
Tarnish — one suit scores half chips.
Single File — no supermoves; shift sequences one card at a time.
Deadweight — Kings may not move onto empty columns.
Every layout is run past a solver before you see it. When a deal beats you, it beat you.
Rewinds — ten per deal, more if you buy them. Take a line back and try the other one.
Hints when you want them, never pushed at you.
Collect sweeps every safe card to its foundation in one keystroke, so you are never doing clerical work.
The game tells you when a deal has become unwinnable, instead of letting you shuffle a dead board.
Endless Run — a fresh seed, eight antes, one score.
Daily Deal — the same run for everyone on Earth, every day. One shot.
Eight table surfaces — oak, rosewood, two night skies, three storms and the original instrument table — switchable at any moment, mid-deal, with a single key.
Global and friends leaderboards. Seeds you can copy and hand to someone who says they would have played it better.
0 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.