




































Worm Out: Brain Teaser Games hands you a fruit — an apple, an orange, a watermelon — with worms burrowed inside, and asks you to get them out. The tools vary by level: a mechanical hand that grips and pulls, weights that drop when released, a fish that will happily eat any worm that comes within reach. Each tool does one obvious thing. The puzzle is never in figuring out what a tool does; it is in figuring out when to use it, because almost every level only works in one particular order.
That makes it a sequencing puzzle wearing casual clothes. Early levels are single moves — grab the worm, pull. Then levels start chaining: the worm cannot be pulled until the weight clears the path, the weight cannot drop until something else is out of the way, and suddenly a level is a dependency chain you have to read before you touch anything. The best moments come when a level looks like three independent moves and turns out to be three moves that only succeed in one of the six possible orders.
Its ancestry is the pull-the-pin puzzle, the mobile genre where a lever sequence releases treasure or lava in the right or catastrophically wrong order. Worm Out belongs to the honest branch of that family: where many pull-the-pin games exist mostly in advertisements, this one actually delivers the escalating order-of-operations puzzles the format promises, dressed in fruit and pests instead of pins and lava.
The studio behind it is real and traceable. Mamboo Games was founded in 2020 in Dubai as a hyper-casual publisher and developer, and Worm Out sits among its best-known titles alongside Fish Idle and Shift Race. The company was acquired by MY.GAMES in a deal worth over two million dollars, then sold back to its founding team at the end of 2024 — a small studio biography that mirrors the hyper-casual market itself, booming, consolidating, then returning to independents. Worm Out began as a mobile release on iOS and Android before arriving in browsers.
It is filed under Puzzle and Casual, and the pairing is earned rather than contradictory. The levels are genuine logic problems that ramp in difficulty, but each one takes seconds to attempt and failure costs nothing — when a sequence goes wrong you watch exactly which step broke, reset instantly and reorder. Bonus rounds between levels, where you clear bugs off the fruit with a weapon of your choice, keep sessions from becoming a wall of pure deduction.