A hybrid of tile formations and changing conditions. You’ll be playing Pairs and Full Houses comfortably — until a round decides odd numbers don’t count. Or a Guardian hides every tile’s number and leaves you only its family.
See it played
Real recordings. Nothing edited, nothing sped up.
Easy to pick up
From mahjong: the tiles — three families numbered 1 to 9, Grove, Water and Ember, plus Winds and Dragons — the wall you draw them from, and the rule that a run stays in one family. From poker: the hands — a Pair, Two Pair, a Flush, a Full House, and eleven more.
The board is six columns of tiles, and only the top tile of each is face up. Take it into your hand, or dig it away to reach the one beneath. Deeper tiles score more, but digs are limited.
Keep taking, and discard what doesn’t fit, until your hand holds a formation. The harder it is to make, the more it pays.
Play it to score, and reach the round’s target before your plays run out. A round takes a minute or two.
In Japanese mahjong, the wall you draw tiles from is called the yama: the mountain. Here it is the board you dig into, and the game calls it the Vein.
Your first round is a guided one. After that, each new thing is explained the first time it turns up on your board — a cracked tile, a Guardian, the Merchant — in a sentence or two, and never before you need it.
Your first expedition is always The Shallows, the gentle road. The other roads open once it ends.

Scoring
Every score is Jade times Echo. Jade is what the formation and its tiles are worth, and Echo multiplies it. Most of what you pick up on the way down raises one or the other, so by Depth 6 a single play sets off a chain of bonuses before the total lands.
(Jade + tiles) × (Echo + Momentum)
That is the trick: the best round is rarely one huge play. Open with a Pair, and the Momentum it builds multiplies the big formation you finish on.

Why you come back
A full expedition is eight depths of three rounds each. Win a round and you shop; miss a target and it’s over. And just as your build starts working, the mountain moves: your Idols switch off, digs start costing Amber, the formation you lean on scores nothing.
After every round you win, the Merchant opens. Spend the Amber you earned on:

From Depth 2
Besides the target, a round can ask for one thing more. It comes in three kinds: a goal to meet before the round ends, a rule for your first formation, or a rule for every formation. You always see it before you touch a tile.
Every third round
The last round of every depth belongs to a Guardian, and it changes one rule for that round. The game tells you which one is waiting, so you can build for it.
For the rest of the run
Beat a Guardian and it can leave a Hex: a rule that lasts until the expedition ends. Everything else resets each round. Hexes pile up.
Depth 1
Depth 2
Depth 3
Depth 4
Depth 5
Depth 6
Depth 7
Depth 8
One expedition at a high difficulty, drawn. Each seal is the Guardian at the bottom of that depth; the red marks are the Hexes you carry once it is beaten (at the easier levels, one every other depth). The target climbs too, from 1,075 at Depth 1 to 24,160 at Depth 8 — but your build climbs faster. The number is not the hard part. The rules are.
The Guardians
A Guardian never stops you playing. It takes away the line you were about to play, and leaves you to find another.











A round at Depth 24 of The Further Deep
Echo stops at 4, and every point above that becomes a little extra Jade instead. The multiplier you spent the whole run building stops paying, so the tiles that add Jade are suddenly the best things you own.
Before the round ends
Five Tiles Exactly Score one formation of five tiles, or the round is lost — even if you reached the target.Your first formation
No Pair First Your first formation cannot be a Pair. If it is, it scores nothing.Every formation
No Winds or Dragons Any formation with a Wind or a Dragon in it scores nothing.In the game these three kinds are called a Demand, an Oath and a Law. This deep, a round carries all three at once.
Choose your pressure
Two modes. The Mountain is the main expedition: eight depths down to the Heart, on the road you choose. The Further Deep is the same mountain with no bottom, and it opens once you have finished The Descent.
Each road also has nine levels of Intensity, 0 to 8. Win a level and the next one opens: higher targets, a smaller hand, harder Guardians sooner — and from level 5, two extra depths.

Start here
The true expedition
Bring a real build
No floor
The first three are won by clearing Depth 8. The Further Deep has no last depth, so there is nothing to win — only how far you got. New rules land on named depths the whole way down, and the game always tells you which one is next.
What is in it
34
Tile faces
15
Formations
22
Guardians
52
Idols
31
Hexes
37
Round rules
16
Tile sets
37
Boards
12
Story pieces
29
Achievements
62
Things to earn
24
Rounds a run
0–8
Intensity levels
1–2 min
A round
40–60 min
A full run
The sixty-two are earned, never bought: fifteen tile sets, thirty-six boards, and eleven Idols the Merchant only stocks once you have done what they are named for.
Twelve pieces of story across fourteen painted panels, unlocked as you go deeper.
Make it yours
Same round, same Guardian, same target — these are ten screenshots of the same moment. Only the art changes: sixteen tile sets and thirty-seven boards, nearly all of them earned.
Every set keeps the number in the same corner, in the same ink. A tile set can change anything except how fast you read a tile.
The fit
Nothing to remove
No purchases, no ads, no analytics — none of it was ever written. The only currency is the Amber the game hands you.
Offline
No account of its own and no consent screen. It plays on a plane and saves after every round; only achievements leave the phone, through Game Center.
Two ways to play
A round is a couple of minutes and a run is one sitting. The roads, the Intensity levels and The Further Deep are what bring somebody back tomorrow.
Register
Painted, unhurried, about a mountain. The kind of thing you open on a train and look up from twenty minutes later.
The proposal
Yama is finished. Every depth, Guardian and tile set on this page is playable today on iPhone, from the first screen to the last. We’d love to bring it to Arcade — and to hear what you’d sharpen first.
Playable build
TestFlight, on request.
Press kit
Trailer, screenshots and art at full resolution.
Feedback
Write to us at feedback@playyama.com — we read every message.