In Fillomino, the goal is to place a number in every cell in order to complete the puzzle according to the rules (see Rules tab). To play, you can click on a cell or move around with the arrow keys, then enter a digit.

In Assist Mode (0), the default, only the existance of errors or incomplete numbers is indicated. In Assist Mode (1), the number of errors and incomplete numbers is indicated, see game rules. In Assist Mode (1) or higher, each numbered square is given a different color to visually guide the solver in searching for room completions. In Assist Mode (2) errors are highlighted with red digit colors. Additionally, borders are drawn between different digit cells and around rooms as they are completed. In some cases the solve difficulty will greatly decrease in Assist Mode (1) or higher, so select depending upon the level of challenge desired. The game border will turn green if the grid is completed without error. You can click the "undo" button on the bottom of the page to undo previous moves.

Below, enter puzzle code (0-0) for one of a list of pre-defined puzzles, or a puzzle descriptor (see "Puzzles" tab). Puzzle code 0 shows an example completed puzzle that can be helpful. The following puzzle codes have demos, which will walk you through a solve to help you on the path to mastery: []).