Threes! had a 14-month design process. Asher Vollmer and Greg Wohlwend exchanged 570 emails between December 2012 and early 2014, iterating through prototypes that involved monsters, holes, arrows, and merge mechanics before the doubling system emerged around June 2013. They wrapped it in the 1+2=3 quirk, character tiles, and sound design. Their stated goal: "We wanted players to be able to play Threes over many months, if not years." Their critique of 2048 is that a scripted alternation of up and right beats it -- the strategic depth they spent fourteen months protecting is exactly what the clone strips away. The full exchange is in their post, Threes! -- the rumination on game design.
Gabriele Cirulli wrote 2048 in a weekend in March 2014. Inside a week, four million people had played it. Inside a month, copies of it were among the most downloaded games on the App Store -- and Cirulli's own version was open source, free, and ad-free on the web.
The lineage. Cirulli built 2048 as a clone of 1024, a free ad-supported iOS app by Veewo Studio. 1024 was itself a riff on Threes!, released six weeks earlier. Cirulli has been explicit about this: he described 2048 as "a clone of 1024, which is a clone of Threes!" and pointed people to the original.
The clone wars. Within weeks of 2048 going viral, the App Store filled with copies of copies. The Threes! post is partly a defense of the design choices that 1024 and 2048 had stripped away, partly a meditation on what it feels like to spend a year crafting a game and watch a weekend project eclipse it. "Threes was cloned and beat to a different market within 6 days of release on iOS. 2048 isn't that clone. But it's sort of the Commander Keen to Super Mario Bros. situation."
Cirulli's framing. He later wrote that he hadn't expected anyone to play 2048 -- it was a thing he made over a weekend to learn JavaScript. The open-source repo on GitHub became the canonical version; people forked and remixed it for years.
Why it caught. Doubling. The math is simple enough to hold in your head and rich enough to surprise you. Each merge is a tiny dopamine hit. The board is small enough that every move feels consequential. And it's free -- no install, no account, no ads.
Next: the ones worth playing -- the ancestor, the canonical version, and a variant worth your time.