The basic game was prototyped in a single night, but the team spent over half a year iterating through variations on the idea with visual themes such as sushi and chess.
The player slides numbered tiles on a four-by-four grid[2] to combine addends and multiples of three.
When this character is revealed, the game ends immediately even if the player has moves available, and points are totaled as usual.
[9] This feat was achieved and documented by Twitter user Threesporn in 2017[10][11] and publicly acknowledged by developer Asher Vollmer.
[15] Vollmer presented an idea similar to the final product in its simplicity: pair tiles as multiples of three.
[17] Some of the iterations included new numberless visual themes and new game mechanics such as a monster who ate tiles and a wall that blocked certain movements.
[17] Early Threes designs had no inclination towards minimalism:[2] the pair felt that the game needed to appear more complex so as to interest players.
[17] Wohlwend sent Vollmer designs including sushi-themed tiles that paired fish and rice, a chess theme that paired chess pieces, themes about animals,[2] broccoli and cheese soup, military insignia, hydrogen atoms, and textile patterns.
[2] They received a "wake-up call" from fellow game designer Zach Gage, who encouraged them to return from their foray into complexity.
[15] The game was released by Sirvo[20] for iOS on February 6, 2014,[21] and ported by indie developer Hidden Variable Studios for Android on March 12, 2014.
[17] Hidden Variable also developed an Xbox One version,[22] which was originally announced at Microsoft's E3 2014 press conference,[23] and released on December 5, 2014.
In addition to the standard gameplay of the original release, it includes a new song by Big Giant Circles for Night Mode, Steam Deck Verified Support, keyboard controls, cloud save, and achievements.
Awards, the Academy of Interactive Arts & Sciences nominated Threes for "Mobile Game of the Year" and the "D.I.C.E.
[5][7][19] Reviewers also praised the simplicity of the tutorial[29] and noted how their attention on combining large number tiles contrasted with their need to watch the board's movements as a whole.
He added that his progressive play strategy adaptations for higher scores made the game joyful.
[3] Nick Statt of CNET thought the game had Tetris's beauty and Dots's visual appeal.
[40] Recode's Eric Johnson called the game a descendant of Sudoku, Dots, and Rush Hour.
[41] Edge wrote that the game "can feel a little insubstantial" in its lack of gameplay variety, though its "charm and craft" will make players return.
[6] Garrett Martin of Paste wrote that he heard the influence of Jon Brion and alluded to Paul Thomas Anderson's early films.
[38] Outside developers released games that closely resembled Threes within weeks of its release, including a browser-based version,[42][note 1] an "unofficial sort-of-knockoff" Android app (Fives),[17][44] and another iPhone game, 1024, which advertised itself as "No need to pay for Threes" and was later ported to a browser version.