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Axiom Interactive

Sydney, New South Wales

Every solution follows from six rules you can read.

Axiom Interactive designs logic puzzles for phones. Six axioms govern every design decision we take, all six are set out in full below, and each one is published alongside the price we pay for keeping it, since a stated principle that costs its author nothing is just decoration.

01

Solvable without luck

A puzzle either has a deducible solution from the information on screen, or it is not shipped. No hidden state, no random element that decides whether an attempt was possible, no board that can only be cleared if the shuffle was kind.

What it costs us

This kills a large category of casual puzzle design, including most match-three boards as they are normally built. That is the cost, and we accept it.

02

One solution path is enough, two is better, guessing is never one

A puzzle may have exactly one solution or several. What it may not have is a state where a competent player cannot tell which of two moves is correct and has to try one. If the solver reaches a point where it must branch on no information, the puzzle is rejected before a person sees it.

What it costs us

Every generated puzzle passes through a solver that records whether any step required an uninformed choice. That record is the accept or reject decision.

03

Difficulty comes from depth, not from the clock

A hard puzzle takes more steps of reasoning. It does not take faster fingers. Every timed element in anything we ship can be switched off without losing content, without a separate leaderboard, and without a mode selector that quietly removes levels.

What it costs us

Timers are a presentation option in our builds, not a game mode. They are stored as a display preference and nothing in the progression system reads them.

04

The undo is unlimited and free

You can undo to the start of the puzzle, always, with no cost, no counter, and no advertisement in between. Charging for undo turns a reasoning game into a game about not making mistakes, which is a different and worse game.

What it costs us

This removes the single most common monetisation hook in the genre. It is the axiom most likely to be quietly dropped by a company under pressure, which is why it is numbered and published.

05

No hint you did not ask for

Hints exist, they are free, and they explain the next deduction rather than making the move for you. Nothing offers a hint because you have been still for eleven seconds. A player thinking is a player playing.

What it costs us

Idle time is not an input to any system we build. It is not measured, not stored, and not sent anywhere.

06

A finished puzzle stays finished

No progress decay, no expiring streak, no daily board that disappears if you were away. If you solved it, it is solved, and coming back after a month costs you nothing.

What it costs us

The progression system has no time-based state at all. There is nothing to decay because nothing depends on when you last played.

Consequence

What six axioms leave you with.

Taken together they rule out most of the standard casual puzzle business model. That is not an accident, and it is worth being precise about what is left.

Ruled out

  • Paid undo, paid hints, paid extra moves, paid continues.
  • Lives, energy, and any resource that refills with time.
  • Daily streaks and anything that punishes you for being away.
  • Loot boxes and randomised paid rewards of any kind.
  • Boards whose solvability depends on the shuffle.

What is left

Advertising between puzzles, and a one-off purchase that removes it. That is the entire business model, it is the whole of it, and if it turns out not to work we would rather say so than quietly add axiom-breaking mechanics and hope nobody rereads this page.

How you would catch us

Each axiom is numbered and dated. If one changes, the change is marked on this page with the date and the previous wording is available on request. A silent edit would be the tell, so we have removed the option of making one.

The company

Who can be held to the six.

A published rule is only worth as much as the entity answerable under it. That entity is named below, together with the facts that identify it, and every one of them sits on a public register you can query yourself without going through us.

Registered name
AXIOM INTERACTIVE PTY LTD
Company form
Proprietary company limited by shares
Australian Company Number
700 712 465
Australian Business Number
77 700 712 465
ABN active from
25 July 2026
Goods and services tax
Not registered
Jurisdiction
New South Wales, Australia
Check it yourself
abr.business.gov.au answers on the number without charging you or asking for an account

Contact

Think one of the six is wrong? Name the number.

The useful message names the axiom you object to and the rule you would install in its place, and it goes to the people who wrote the six rather than to a queue. One address, and one commitment about it: ordinary mail is answered inside five business days, and anything the Privacy Act governs runs to thirty.