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rated 3.38 / 5 stars
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Puzzles - Other

Credits & Info

Dec 20, 2011 | 6:23 PM EST

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Author Comments

Capstone is an atmospheric puzzle game that incorporates both Solitaire-esque gameplay with Texas Hold-em winning hands. Superb graphics and music carry you through fifteen challenging stages, with unlockables and other compelling modes.

Drag each tile and stack them on top of the tiles in the pyramid. The value of the tile you drop must be between the values of the tiles below. Aces are high.

Also, Atmos Games composed four unique songs that I hope you enjoy! You can play their other great games, here: http://www.atmos



Rated 4 / 5 stars

Great game, but I have some glitches to report
I finally beat the last level, But there is no journal page unlocked once I did. Needless to say, this saddens me because I wanted to know the answers to the mysteries in this game...
Anyone else have this problem? I'd like to know if this is a problem on my end or not. Good work on this game Steve but I'd like a response please!

BTW The font of the journal pages is a different font the first time you look at it, but it's not a big deal.


Rated 5 / 5 stars

Wow.... this is an outstanding game! Clean gameplay. Great sound effects/music. Nice blend of the two game types while feeling a bit like mahjong. The powerups is a nice addition. If I had one thing to gripe about, it would be the little helpful hints. They are nice, at first, but I like to figure it out myself, unless I simply have not noticed the option to disable it, or maybe there is another gametype without it? Need to play more & see. Thanks for this wonderful game!


Rated 5 / 5 stars

Fun puzzle game, like the changes on each level

Nice job Steve. Quality game.


Rated 3.5 / 5 stars


when you're stuck with aces, it's too difficult to get rid of them. Also, the mechanics of the game dont seem clear enough. Interesting concept, good music, good art, but the game itself needs work.

Stevebrush responds:

That's a tough one. If you think about it though, if the Aces were both high and low, they would essentially be "wild". The trick is to keep track of your high and your low tiles, making sure there's always a spot for them somewhere on the board.

Thanks for the comment! We're still in the first week of release, so if you have any ideas for the game we'd be glad to hear them.