Puzzle content that scales with your game.

Word association games are having their moment. NYT Connections proved the mechanic. Dozens of studios are building variations—the puzzle configurations are nearly infinite, and the mechanic lives or dies on its content.

Grid categorization
Grid categorization
Card solitaire
Card solitaire
Physics matching
Physics matching
Pathfinding
Pathfinding

We generate level data fitted to your game’s mechanics—categorization, pathfinding, clue-matching, spelling with semantic hints. Every level clean, non-repeating, unambiguous, and difficulty-calibrated. Hundreds of levels or thousands.

You’ll never ship an ambiguous puzzle that frustrates players. You’ll never run out of levels. Puzzle 400 is as sharp as puzzle 1—removing content fatigue as a source of churn. Every level feels fair, interesting, and worth the player’s time—especially native English speakers, who notice when vocabulary is shallow or weird.

Behind every puzzle is a structured network of over 2 million terms and 100 million semantic relationships. As each puzzle is generated, the system tracks which senses have been used, which difficulty bands need more content, and which topics have been covered—across every level already built. No person can hold that in their head. No LLM maintains it between prompts. That’s why puzzle 5,000 is as sharp as puzzle 1.

Talk to us about your game.

linguabase@idea.org

The same data layer powers completely different mechanics. Here are two—a spelling game driven by semantic hints, and a physics puzzler built on hidden categories:

Spelling + Semantics

Whether your game rewards spelling, solving, or associative leaps, it runs on word data. Word lists that won’t embarrass you. Definitions players actually understand. Short clues for gameplay. Semantic relationships that power hints and connections without giving the answer away.

This letter-circle demo shows semantic clues enhancing a spelling game. Players receive increasingly specific hints—three related words that start partially revealed—guiding them toward a hidden word. Every clue is drawn from the association data, filtered to avoid letter overlap with the target.

Physics + Semantics

This ball-blast demo, like NYT Connections, asks players to find hidden categories. Unlike Connections, it adds spatial reasoning: words tumble and collide, and grouping them requires physics as well as semantics. Special ball types add a tactical layer on top of the semantic core.

Semantic data lets you build puzzles around meaning: players drag through “jerk,” “tug,” “snatch,” and “wrench” because they recognize these are all ways of pulling—a category that clicks once you see it.

Clue Matching

Here’s a different mechanic—choose the answer that matches all 4 clues:

Pricing →

Talk to us about your game.

linguabase@idea.org