Stealth Cubs - Free Online Swipe Heist & Quiz Game

On Starfall Night the sky tosses its treasures over the Midnight Market. Play as a Shadow Scout, swipe to catch Moon Gems and Star Cakes, dodge Alarm Bells, and answer Tock's Target Orders in math, science, words, and geography. Twenty heists across five districts end with the Night Warden.

Category: Swipe Heist & Quiz. Recommended ages: 6-14.

What Stealth Cubs teaches

  • Mental math
  • Science facts
  • Vocabulary
  • Geography
  • Catch the right labels in order

Skills practised

  • Timing
  • Focus
  • Fast recall
  • Hand-eye coordination

How to play

Swipe or drag to catch falling treasures and dodge hazards. Alarm Bells and Thorn Pods raise the Alert Meter; fill it and the Night Warden wakes. Tock gives Target Orders: pick, match, or catch labels in sequence. Gadgets freeze the meter, slow time, pull treasures, or double score. Heist Map has twenty runs across Lantern Row (math), Moonleaf Gardens (science), Inkwell Bridge (words), Compass Bazaar (geography), and Clocktower Summit (mixed), each ending in a district Warden. Riddle Rush is sixty seconds of questions. Calm Practice removes hazards. Daily Heist shares one seed for everyone.

Learning Guide

Stealth Cubs is a swipe-and-catch heist on Starfall Night over the Midnight Market. A Shadow Scout snatches falling treasures while Tock calls Target Orders in math, science, words, and geography. The swipe is the whole game, and the riddle is the pause that keeps the Alert Meter from waking the Night Warden.

There are twenty heists across five districts, and the subjects follow the roofs. Lantern Row stays on easy math. Moonleaf Gardens moves to science. Inkwell Bridge is words. Compass Bazaar is geography. Clocktower Summit mixes all four and brings the Night Warden. Riddle Rush is sixty seconds of questions with streak time. Calm Practice removes hazards. Daily Heist shares one seed for everyone. The bank does not repeat a question until every one has been used.

Swipe or drag (arrows and Space on a keyboard) to catch Moon Gems, Honey Jars, Star Cakes, and more. Alarm Bells and Thorn Pods raise the Alert Meter; fill it and the run fails. Tock's Target Orders ask a pick, a match, or labels in the right catching sequence. Gadgets drop mid-wave: Shadow Cloak freezes the meter, Slow Moon slows time, Magnet Paw pulls treasures, Double Shine doubles score. Scouts (Shade, Ember, Burrow, Whisper, Dash) unlock with stars and change looks only. Each district ends in a Warden boss. Clearing Clocktower Summit's Night Warden finishes the market.

Chasing every treasure while an Alarm Bell drifts in fills the Alert Meter fast. A wrong label on a Target Order still costs focus, and the meter does not wait. Read Tock before the next volley. Use Calm Practice to learn the bank; Heist Map is where the Warden wakes.

Toss soft toys between questions, or lay out answer cards and grab them in the right order — math, science, words, geography. Writing the next Target Order with two near-miss paths is harder than swiping Tock's pick.

Pausing for orders, longer combos, and later districts (Lantern Row through Clocktower Summit) matter. Beating the Night Warden means the orders were read. A Tock fact reused later means the heist stuck.