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Cashwin

com.quenzohit.r6d9z7.game
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2026-10-23
first release
2026-10-23
last update

Description

Fire a salvo, read the splashes, sink the hidden fleet

Somewhere on the pencil-ruled sea chart in front of you, a fleet is sitting still and silent. You can't see it. You can only shoot at it — and then read what the water tells you. Quenzo Hit gives you a fixed salvo of shells each round. You mark every shell on the grid before anything is fired, then send the whole volley out at once. What comes back is sparse: a splash ring where the shell found nothing, a revealed silhouette where it found steel. Those marks are your entire intelligence report. There is no sonar, no hint arrow, no second guess inside a round — just the chart, the rings, and whatever shape you can reason out of them. That makes every salvo a question as much as an attack. Spread your shells wide and you learn where the fleet isn't. Cluster them and you may hull a cruiser outright, or waste the whole round on open water. Most charts are won in the middle: a careless opening volley, a lucky silhouette, and suddenly the grid starts to make sense — a hull that must run this way, a gap too narrow to hide anything, a corner you can stop worrying about. Good players stop shooting at ships and start shooting at the parts of the chart that answer the most questions. To clear a chart you have to hole every section of every hull before your salvos run out. Partial damage counts for nothing on its own; a ship half-marked is still a ship afloat, and the shell you spend confirming it is a shell you don't have for the next deduction. The pressure isn't speed — take as long as you like placing your marks — it's accounting. Fourteen shells and one certainty is often a better round than fourteen shells and four maybes. Fourteen charts sit between you and the end, and they do not simply get bigger. From chart 8 onward the fleet stops cooperating: between salvos it slides one cell, quietly, and every ring and silhouette you've carefully collected begins to rot. A silhouette you found two rounds ago is no longer a fact, it's an estimate with drift on it. From there the game turns into something closer to tracking than searching — you aren't mapping where the fleet is, you're predicting where it will be when your shells land. Old clues still matter, but you have to date them, and learn how much to trust a mark that's been sitting on the chart too long. The whole thing is built to be played the way you'd play with a pencil and a sheet of graph paper: clean grid, plain marks, nothing on screen that isn't information. Rounds are short enough to fit into a few idle minutes and quiet enough to think inside of. Lose a chart and you'll usually know exactly which salvo did it — which is the best reason there is to start it again.

What's new

Quenzo Hit

Details

Version1.0
Minimum Android version7.0
Reviews0
Available inworldwide (235)
Developer contactson the Business plan
Collected2026-11-02

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