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Triple Town cover

Triple Town

GameBy Spry Fox · Released Dec 6, 2012

Triple Town is an original puzzle game in which you try to grow the greatest possible city. The larger the city you build, the more points you score.

Documents
3
newest 15 Jun 2026
Steam revenue
$409K
estimate, to date

Connections

Each row is a game or company named alongside Triple Town, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the game

Released
Dec 6, 2012
Developer
Spry Fox
Genres
Puzzle, Strategy, Turn-based strategy (TBS), Indie
Platforms
Android, PC (Microsoft Windows), iOS, Mac

Game data from IGDB.com

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue to date
$409K
Units sold
68K
Last 12 months
$6K
776 units
Price
$9.99
Positive reviews
92%
of 827 reviews
Peak players
373
at the same time
Followers
1,174
Average playtime
26 h
Revenue by year
YearShare of the best yearRevenueUnits
2019$17K2,528
2020$11K1,516
2021$8K1,258
2022$6K776
2023$7K960
2024$4K592
2025$4K554
2026 so far$4K628

On Steam since Dec 6, 2012 · Developer Spry FoxSteam store page

Documents about Triple Town

Cover of Puzzle Monthly #3: the Merge 2 Secret Tell-All Episode
47 min
Deconstructor of Fun47 min

Puzzle Monthly #3: the Merge 2 Secret Tell-All Episode

The merge genre has reached a critical inflection point, transitioning from simple board-based mechanics to complex, live-ops-driven ecosystems.

  • The merge genre is shifting from simple board mechanics to complex, live-ops-driven ecosystems, with titles like Gossip Harbor successfully challenging legacy giants like Candy Crush.
  • Commercial success in the genre is now driven by aggressive, event-based monetization strategies rather than the foundational merge gameplay itself.
  • To combat the friction of board clutter and tedious inventory management, developers are increasingly adopting temporary event boards, generator constraints, and multi-board systems.
Deconstructor of FunJun 2026
Cover of Journey Through Game Design with Spry Fox’s Daniel Cook
84 min
Deconstructor of Fun84 min

Journey Through Game Design with Spry Fox’s Daniel Cook

Game design functions as an unpredictable, iterative process that requires a synthesis of creative vision and business acumen.

  • Sustainable game development relies on small, surgical iterations that amplify promising prototype elements rather than relying on high-cost, dramatic pivots.
  • Designers should prioritize intrinsic human motivations—such as autonomy, mastery, and social connection—over extrinsic, stress-inducing engagement mechanics like daily login bonuses.
  • Long-term market viability is best achieved by cultivating an authentic creative voice and focusing on specialized skills rather than chasing ephemeral industry trends.
Deconstructor of FunMay 2024
Cover of Games You Might Not Have Tried - ep 3 - Find New Games - Extra Credits
8 min
Extra Credits8 min

Games You Might Not Have Tried - ep 3 - Find New Games - Extra Credits

This overview highlights a curated selection of diverse video games, emphasizing titles that offer unique mechanics, experimental narratives, or unconventional genre blends.

  • Game design innovation often occurs through unconventional genre blending, such as the fusion of physics-based action with historical humor in Rock of Ages or the integration of grand strategy with RPG elements in King Arthur II.
  • Meta-narrative and subversion of traditional tropes can redefine established genres, exemplified by Recettear’s approach to RPGs and the fast-paced, top-down shooter mechanics used to disrupt traditional MMO structures in Realm of the Mad God.
  • Mobile platforms are capable of hosting high-quality, immersive experiences, as demonstrated by the horror title The Dark Meadow.
Extra CreditsMay 2012