Love tile-matching games and need something new to play that isn't full of micro-transactions? Petal Crash 2 is a safe bet here for you. Expanding on the much loved original while making it bigger and better - and it has Native Linux support too.

From the Steam page:
"It's easy to get started: Throw blocks around your board and match them into bursts of color, sending other blocks flying. Line it up right and you can cause a cascading chain reaction of floral fireworks! Petal Crash takes a minute to learn, and years to master - and it'll be a blast the whole time!
In the fantasy land of Florea, seven magic flowers each found their way into the hands of an ordinary person with a dream, and set them on a journey to find their hearts' true desires. Colorful clashes marked where their paths crossed, and each found a way to fulfill their wishes - though they aren't the only ones with dreams, and there's more than one way to make a dream come true... ready or not, it's time for another Petal Crash!
Petal Crash 2 takes everything good about the first game to the next level. Streamlined mechanics make gameplay smoother than ever, and the action is easy to follow with new arcade style graphics. All game modes are making a comeback, including the original story mode, now with vibrant visual novel style portraits and new, extra expressive animations for every character."
Fast-paced arcade-like tile matching heaven. Check out the trailer belowL

Direct Link
Right now it has eight playable characters, an arcade mode, a puzzle editor to make and share your own. During Early Access they plan to add in an assortment of new features including:
- Hidden characters and cosmetic unlockables.
- A complete puzzle mode with multiple maps.
- The original story mode from the first Petal Crash, remastered.
- Online play, with lobbies and rollback netcode.
- A new run-based adventure mode.
They estimate the full game will launch sometime late in 2027 or 2028.
Very little has changed on the surface, which is good because they didn't fix what wasn't broke. But the subtler tweaks to the formula actually have some big ramifications that I'm very impressed by.
I really like how spawners are displaced rather than covered, you can take advantage of this in some really clever ways when building. No more RUDL priority is a breath of fresh air, multipush interactions are a lot more intuitive and you now have more leeway for chains to just work the way you want them to. Style bonus is cute, though I wonder if diagonals will become a serious meta or just a rare gimmick. And the way that garbage is clustered feels much more threatening.
Overall, it feels like greedy big attacks are facilitated and rewarded more, and anyone that knows me knows that's what I'm here for.
That said, the Early Access launch is a bit underwhelming so far. No online play yet is kind of a big disappointment, I haven't played PCO against a human in five years and damn do I miss it...



