Every relic
45 relics. 16 are open from the start; you unlock the other 34 by playing. Nothing is hidden: the conditions are listed here and in the game.
| Relic | What it does | How you get it |
|---|---|---|
| Block bonus | A finished block adds x4 instead of x2. | Open from the start |
| Corner hunter | A digit in a corner counts triple. | Open from the start |
| Steady hand | Every correct move adds x0.1. | Open from the start |
| Spare move | Every round has 1 extra move. | Open from the start |
| Head start | Every round starts at x2. | Clear 12 rounds in total |
| Row master | A finished row adds x3 instead of x2. | Finish 15 rows in total |
| Column master | A finished column adds x3 instead of x2. | Finish 15 columns in total |
| High digits | Digits 5 and up count one and a half times. | Open from the start |
| Small steps | Digits 1 and 2 add 8 points. | Open from the start |
| Staircase master | The Staircase figure gives 60 points instead of 20. | Make a Staircase |
| Double master | The Double figure adds x3 instead of x1. | Make 8 Doubles |
| Second chance | The first wrong move each round costs no move. | Open from the start |
| Strong start | The first move of each round counts four times. | Open from the start |
| Grand finale | The last move of each round counts double. | Clear 3 rounds without a wrong move |
| Centre piece | A digit in the centre counts double. | Open from the start |
| Diagonal hunter | A digit on the main diagonal adds 10 points. | Clear a boss round |
| Chain master | The Chain figure counts double. | Reach a multiplier of x6 in one round |
| Saver | Finishing early scores 6 points per unused move, times the multiplier. | Win a round by finishing early with 3 or more moves left |
| Twin | Even digits count one and a half times. | Play 3 runs |
| Odd one | Odd digits add 4 points. | Open from the start |
| Clear the way | The first area you finish each round adds x2 extra. | Clear 5 rounds in one run |
| Collector | Each relic you carry adds x0.2 to your starting multiplier. | Open from the start |
| Rehearsal | Each round of this run cleared without a wrong move adds x0.3 to your starting multiplier. | Clear 8 rounds without a wrong move |
| Snowball | Every four figures you make in this run add 1 point to every later move. | Make 150 figures in total |
| Build-up | Start each round with x0.5 extra per world you have reached. | Clear 30 rounds in total |
| Reverb | A tenth of the multiplier you end a round with carries into the next round. | Reach a multiplier of x10 in one round |
| Presto | One move fewer, but your multiplier starts at x3. | Win a run |
| Fortissimo | Every finished area adds x1 extra, but a wrong move costs two moves. | Reach a multiplier of x15 in one round |
| Soloist | Every digit scores double, but blocks no longer raise the multiplier. | Clear 5 boss rounds |
| Staccato | Two extra moves, but the multiplier cannot go above x8. | Play 10 runs |
| To the last note | Your round score counts x1.3, but you cannot finish a round early. | Complete a whole board |
| Opening bars | The first figure of every round counts double. | Make 50 figures in total |
| Grace note | Every figure also adds x0.5 to the multiplier. | Open from the start |
| Triad master | The Triad figure adds x6 instead of x3. | Make a Triad |
| Octave master | The Octave figure gives a move back. | Make 10 Octaves |
| Run master | The Run figure needs two rising digits in a row instead of three. | Make 10 Runs |
| Encore | The first block you finish each round gives a move back. | Finish 40 blocks in total |
| Reprise | The Double figure gives a move back. | Make 20 Doubles |
| Upbeat | The first move of every round costs no move. | Open from the start |
| Coda | If your last move finishes an area you get one more move, at most three times a round. | Make 15 Chains |
| Edge walker | A digit on the edge of the board scores 6 extra points. | Open from the start |
| Neighbours | A digit right next to your previous move scores x1.5. | Open from the start |
| Rising line | A higher digit than your previous move adds x0.2. | Make a Run |
| Falling line | A lower digit than your previous move scores 6 extra points. | Make 5 Echoes |
| Prime | The digits 2, 3, 5 and 7 score 5 extra points. | Open from the start |
Unlocking never involves chance or a purchase; it only counts what you do. The daily run and runs with your own seed always use all relics, so everyone with the same seed gets the same run.