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Honeycomb, pentagon, triangle: Ultra Sweeper redraws the minefield

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The logic itself is untouched; what changes is the shape of the board — and that single choice splits the players who loved it from the ones who found the result thin.

Honeycomb, pentagon, triangle

Honeycomb, pentagon and triangle: three layouts that force anyone with the classic minefield memorised to learn counting neighbours all over again. Normal mode keeps the square grid everyone is used to, but Honeycomb, Pentagon and Triangular rearrange what touches what — and the number on a tile points to a different set of neighbours than it would on the traditional grid. The job stays the same, working out the mines from the numbers around them; what changes is the map of adjacencies holding that arithmetic up.

There is no story here beyond the puzzle itself. The studio's stated aim is to serve both people who have played the minefield for years and people who have never touched the genre, offering the same logical reasoning across four different board formats.

Fix first, gamble later

An announcement from the studio thepowerlies dealt with a practical problem: bugs in the resume-saved-game feature, which ran across the different game modes, were fixed in an update.

Only afterwards did the new part arrive. The team described a 3D Globe mode as a test — whether further investment in three-dimensional variants of the game was worth it would depend on how players reacted.

The neighbourhood that keeps changing shape

A post published on Steam on 13 September 2026 is the longest account in the game's favour that the dossier records. At that point, its author had logged 2 hours of play.

The reading it describes is that of someone already at home with the traditional minefield, which made the rules easy to pick up — but for whom the honeycomb, pentagon and triangle boards change how the clues are read, because the neighbours of each tile no longer line up the usual way. Normal mode comes across as the most familiar; the other three formats are singled out as what makes the game interesting, because they bring back the feeling of rethinking something that had gone automatic.

12 liked itPositive3 didn’t

Zero hours on the clock, and still a thumbs down

The other side has a single account in the dossier, published on 30 August 2026. Its author never built up any playing time at all: the hour counter reads 0, and the rejection came anyway.

The complaint comes down to two things: a lack of challenge, because the outcome rests more on luck than on reasoning, and extra modes deemed pointless — the very honeycomb, pentagon and triangle formats that, for the people who liked the game, were the reason to keep playing. It is a lone voice against a far larger group that speaks well of the game, but it exists, and it weighs as much as any praise.

For players who run the logic on muscle memory, not for those chasing rising difficulty

Ultra Sweeper is for players who have the logic of the classic minefield down cold and simply want to meet it again under a different shape — honeycomb, pentagon, triangle. It is not for anyone after a challenge that grows: the complaint recorded in the dossier says exactly that, that the outcome tilts further towards luck than towards strategy, and the extra modes do not fix it.

Ask 'is this hard?' and you walk away disappointed. Ask 'is this familiar in a new way?' and you find what you came for — and it is that second question, not the first, that this game promises to answer.