Pour, sort, leave nothing. Every board is proved solvable.
- 180 graded boards
- Measured difficulty
- No forced ads
Decant is a container-sort puzzle built around one measured constant: how much spare room you get. Give the genre three spare tubes and careless play solves 97% of boards; at two, it solves 36%. Decant pins it at two, which is what turns pouring into a decision. All 180 boards are replayed through the real engine before release, and difficulty is graded by a deliberately weak simulated player rather than declared.



Clear rules, real identity, and a reason to improve.
Slack is the whole game
Spare tubes beyond one per colour are fixed at two. At three there is no skill left and careless pouring wins; at one almost nothing is solvable. Two is where the interesting decision lives.
The extra tube is never for sale
Selling a spare tube would delete the puzzle, and it would be offered at exactly the moment you were about to have the most interesting decision of the board. So it does not exist.
Every board is proved
All 180 boards are replayed through the real play engine before shipping, the bank is byte-compared against a fresh generation, and the ladder is asserted never to step backwards.
A tap hits the tube you aimed at
Hit-testing is proved to be the exact inverse of the layout at every tube centre and corner, on five device widths. Mis-pours should be your decision, not the game's.
Why we built it
Most container-sort games are solvable by pouring at random, which makes the whole genre feel like a screensaver. Decant measured that and fixed it.
Who it is for
Puzzle players who want a calm sorting game that still asks something of them, with honest difficulty and no purchase that removes the puzzle.
How a run works
Read the tubes → find the pour that does not strand a colour → sort each one clean → take the next graded board.
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Decant is finishing its board bank.
The engine, the 180-board bank, and the solvability proofs are complete. Store records and device QA remain before submission.
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