Spoilers ahead: for the puzzle and the movies/games
This post assumes you've already solved the puzzle. It reveals all categories and their connections, and discusses plot details, endings, and spoilers for featured movies/games throughout.
Per Aspera is named after a Latin phrase meaning through hardship, and the game sets you to work terraforming Mars across centuries as an AI building a civilization from scratch. Nothing in the title tells you the planet. That is one reason it sits in a Hard slot today. Today's board moves from a genre that has sold billions of units to a physics-puzzle tradition to a planet that shows up in four games, then ends with four games that never say anything at all.
Games: Bejeweled · Candy Crush Saga · Puzzle Quest: Challenge of the Warlords · Gems of War
Bejeweled arrived in 2001 and established the browser-era template: a grid of jewels, three in a row, cascades, and a score counter that kept climbing. PopCap made the mechanic feel clean and legible, which is why it spread so easily into every platform that followed.
Candy Crush Saga applied the same template to social infrastructure in 2012, adding level gates, energy systems, and friend leaderboards that turned a casual puzzle game into a years-long habit for a very large number of people. Puzzle Quest is the curveball. It wrapped the match-three mechanic inside a full RPG, which turned out to be a combination that made complete sense: you fight a dragon by making matches, the matches deal damage, and somehow that feels natural from the first encounter. Gems of War extends the same hybrid instinct into competitive multiplayer territory. The connection is the mechanic, not the genre wrapper or the release era.
Games: Q.U.B.E. · The Turing Test · The Entropy Centre · Relicta
Q.U.B.E. opens with a player character who does not know where they are or why. The facility is white and offers no explanations, only colored blocks that need to be pushed in specific directions. The physics rules are consistent enough that the puzzles feel solvable once you understand the system, and the game trusts that understanding to carry the experience.
The Turing Test names itself after a test of machine intelligence, then spends its runtime making that reference earn its place. Ava Turing is solving energy chambers on Europa, and the game keeps raising the question of whether the person solving the puzzles is more or less human than the AI posing them. The Entropy Centre gives you a puzzle gun that reverses the recent history of any object, with a facility that is ending and an AI companion processing that fact as it talks to you. Relicta puts a physicist on the Moon with a magnetic physics system and a daughter in danger, grounding the chamber-solving in something more personal than most of the genre bothers with.
Games: Doom 3 · Surviving Mars · Deliver Us Mars · Per Aspera
Two of these games have Mars in the title. Doom 3 does not. It is set in a UAC research facility on Mars that opens a portal to hell, and the setting is the entire premise of the game, but nothing in the name tells you the planet. Per Aspera does not have it in the title either. The Latin points at endurance rather than geography.
Surviving Mars is a colony builder where the difficulty comes from supply chains, dome construction, and the knowledge that the planet has no patience for planning errors. Deliver Us Mars is a character-focused space thriller about a mission to recover abandoned colony ships, with the planet as both destination and obstacle. Per Aspera works at a completely different scale: you are an AI watching centuries pass while the atmosphere thickens and the civilization grows underneath it. Doom 3 is simply trying to make it to the credits.
Games: Planet of Lana · RiME · Arise: A Simple Story · Little Nightmares II
RiME looks like a sun-drenched island adventure for most of its runtime. A boy explores ancient ruins, solves environmental puzzles, and follows a fox through open spaces. The ending reframes everything the player has seen, and it does it without words. Players who reach the final moments and understand what the game was actually about often want to go back and play from the beginning with different eyes.
Planet of Lana uses a watercolor visual style and the partnership between a girl and her alien companion to carry a story about environmental collapse and separation. Arise: A Simple Story moves through an old man's memories, each level a different period of his life, every emotion delivered through what the player does and sees. Little Nightmares II is the loudest of the four: Mono and Six navigate a world built from oversized menace, and the horror works because the game never explains itself, never narrates, never lets the player step outside the dread and assess it from a distance.
RiME is the one I keep thinking about. It earns its ending by trusting the player to pay attention, which is not a small thing to ask. Today's CineLinkr puzzle runs a parallel structure: one obvious revenge category at the top, a group defined entirely by setting in the middle, and a tricky row at the end where a 1950s science fiction film and two superhero movies turn out to belong in the same group.