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It was released by ZeptoLab, the studio founded by twin brothers Efim and Semyon Voinov, in October 2010, and it became one of the fastest-selling apps of its era — the franchise went on to pass a billion downloads by 2018. It arrived in the middle of the mobile physics-puzzle golden age, sharing shelves with Angry Birds and soon Where's My Water, and it won a BAFTA in 2011, back when a phone game winning one still surprised people.
The reason that whole genre exploded on touchscreens is worth naming: a swipe is a cut. On a keyboard or gamepad, severing a rope would need a cursor, a button and a confirmation; on glass, the gesture and the action are the same thing. Cut the Rope built an entire game on that single identity. You never move Om Nom and you never touch the candy directly — every level is solved by removing supports and trusting the simulation, which makes each solution feel discovered rather than executed.
The level design follows a grammar the series made famous: each new box of levels introduces one object, and each object is effectively a new verb. Bubbles wrap the candy and make it float upward, reversing gravity. Air cushions puff it sideways when tapped, adding a nudge you can time. Spiders crawl down ropes to steal the candy, adding a clock. Automatic rope hooks, movable anchors and later objects each change what a swipe can accomplish. Old objects keep appearing alongside new ones, so the vocabulary compounds rather than resets.
The three-star system is the game's replay economics. Almost any level can be finished with a lazy cut or two, but collecting all three stars usually demands a specific sequence — building a pendulum swing, popping a bubble at its apex, cutting two ropes in the same instant. Stars gate later boxes, so the game quietly teaches optimisation without ever using the word. The browser version preserves that structure, with mouse drags standing in for finger swipes.