diff --git a/CHANGELOG.md b/CHANGELOG.md
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+++ b/CHANGELOG.md
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+# Changelog
+
+## [Unreleased]
+
+## [1.0.0] -- 2018-05-24
+### Added
+- `stack` support
+- complete rewrite for `SDL2`
diff --git a/LICENSE b/LICENSE
new file mode 100644
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,675 @@
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+PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+  16. Limitation of Liability.
+
+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+              END OF TERMS AND CONDITIONS
+
+     How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+  If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+    <program>  Copyright (C) <year>  <name of author>
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+  You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+  The GNU General Public License does not permit incorporating your program
+into proprietary programs.  If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library.  If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.  But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
+
diff --git a/Setup.hs b/Setup.hs
new file mode 100644
--- /dev/null
+++ b/Setup.hs
@@ -0,0 +1,2 @@
+import Distribution.Simple
+main = defaultMain
diff --git a/driver/Main.hs b/driver/Main.hs
new file mode 100644
--- /dev/null
+++ b/driver/Main.hs
@@ -0,0 +1,220 @@
+module Main where
+
+import Control.Lens
+
+import Game.HSnake.AI
+import Game.HSnake.Basic
+import Game.HSnake.Game
+import Game.HSnake.Graphics
+import Game.HSnake.Player
+import Game.HSnake.Snake
+
+import Control.Monad
+import Control.Monad.State
+import Control.Monad.Reader
+import Data.List
+import Foreign.C.Types (CInt(..))
+import qualified SDL
+import qualified SDL.Font as SDLF
+
+
+data MessageDir = MessageDir {
+    quitMessage     :: Bool
+}
+
+data AppConfig = AppConfig {
+    window      :: SDL.Window,
+    renderer    :: SDL.Renderer,
+    gameScreen  :: SDL.Surface,
+    messageDir  :: MessageDir
+}
+
+type AppState = StateT GameState IO
+type AppEnv = ReaderT AppConfig AppState
+
+
+initEnv :: IO (AppConfig, GameState)
+initEnv = do
+  let windowSize = SDL.V2 (fromIntegral screenWidth :: CInt) (fromIntegral screenHeight :: CInt)
+  let p = SDL.defaultWindow {SDL.windowInitialSize = windowSize}
+  window <- SDL.createWindow "Haskell Snake" p
+  SDL.showWindow window
+  let screenSize = SDL.V2 (fromIntegral gameScreenWidth :: CInt) (fromIntegral gameScreenHeight :: CInt)
+  gameScreen <- SDL.createRGBSurface screenSize SDL.RGB24
+  -- Renderer renders to gameScreen, not to window
+  -- We have text additionally to render to other parts of the window
+  -- If we rendered directly to window and then rendered text, this
+  -- would result in flickering
+  renderer <- SDL.createSoftwareRenderer gameScreen
+
+  let msgDir = MessageDir False
+
+  applePos <- getRandomApple initialSnakePosition
+  tick <- SDL.ticks
+
+  return (AppConfig window renderer gameScreen msgDir,
+            applePosition .~ applePos $
+            lastTick .~ tick $ initialGameState) -- timerState
+
+
+runLoop :: AppConfig -> GameState -> IO ()
+runLoop = evalStateT . runReaderT loop
+
+
+handleInputHuman :: GameState -> (Maybe SDL.Event) -> ReaderT AppConfig AppState ()
+handleInputHuman gs (Just (SDL.Event _ (SDL.KeyboardEvent k))) =
+  handleInputKeyboard gs k
+handleInputHuman _ _ = return ()
+
+handleInputKeyboard :: MonadState GameState m => GameState -> SDL.KeyboardEventData -> m ()
+handleInputKeyboard gs (SDL.KeyboardEventData _ SDL.Pressed False keysym) =
+  case SDL.keysymKeycode keysym of
+      SDL.KeycodeDown  -> do
+        put $ players .~ moveHuman South $ gs
+      SDL.KeycodeUp    -> do
+        put $ players .~ moveHuman North $ gs
+      SDL.KeycodeLeft  -> do
+        put $ players .~ moveHuman West $ gs
+      SDL.KeycodeRight -> do
+        put $ players .~ moveHuman East $ gs
+      _          -> return ()
+    where
+      moveHuman dir = mapToIndices (\pl -> setNextPlayerDirection pl dir) (gs^.players) humanPlayerIndices
+          where
+              humanPlayerIndices = findIndices isHuman (gs^.players)
+handleInputKeyboard _ _ = return ()
+
+
+
+-- | poll for event until it is SDL_QUIT or NoEvent
+whileEvents :: MonadIO m => (Maybe SDL.Event -> m ()) -> m Bool
+whileEvents act = do
+    event <- liftIO SDL.pollEvent
+    case event of
+        Just (SDL.Event _ SDL.QuitEvent) -> return True
+        _                                -> do
+            act event
+            return False
+
+
+loop :: AppEnv ()
+loop = do
+  gameState <- get
+  quit <- whileEvents $ handleInputHuman gameState
+  computeAINextMoves
+
+  gameState <- get
+
+  let apple = gameState^.applePosition
+  let ps = gameState^.players
+
+  if checkPlayersCollision ps
+      then error "Game over"
+      else return ()
+
+  tick <- liftIO SDL.ticks
+
+  let tickDifference = fromIntegral tick - fromIntegral (gameState^.lastTick)
+
+  if (tickDifference > speedFromLevel (fromIntegral $ gameState^.level))
+      then
+          do
+              -- Move the snake first, only then check for apple eating.
+              -- Otherwise we would eat the apple, then immediately move
+              -- the snake, which is wrong.
+              updatePlayerDirections
+              movePlayers
+              gameState <- get
+              put $ lastTick .~ tick $ gameState
+
+              drawGame
+
+              let appleEatersInd = findIndices (playerEatsApple apple) ps
+              if (length appleEatersInd > 0)
+                  then do
+                      newApplePosition <- liftIO $ getRandomApple (totalPlayersPosition ps)
+                      -- increase snake's length
+                      increaseAppleEatersLength appleEatersInd
+                      gameState <- get
+                      put $ applePosition .~ newApplePosition $ gameState
+
+                  else return ()
+      else return ()
+
+  if (shouldIncreaseLevel ps)
+      then do
+          newApplePosition <- liftIO $ getRandomApple (totalPlayersPosition ps)
+          -- start new level after apple is eaten
+          put $ applePosition .~ newApplePosition $
+                level .~ (gameState^.level) + 1 $ initialGameState
+      else return ()
+
+  unless quit loop
+
+  loop
+
+
+computeAINextMoves :: ReaderT AppConfig AppState ()
+computeAINextMoves = do
+        gameState <- get
+        put $ players .~ movedAI gameState $ gameState
+    where
+        aiIndices gs = findIndices (not . isHuman) (gs^.players)
+        movedAI gs = mapToIndices (\pl -> setNextPlayerDirection pl (computeAIPlayerMove pl gs)) (gs^.players) (aiIndices gs)
+
+
+updatePlayerDirections :: ReaderT AppConfig AppState ()
+updatePlayerDirections = do
+           gameState <- get
+           put $ players .~ map updatePlayerDirection (gameState^.players) $ gameState
+
+
+movePlayers :: ReaderT AppConfig AppState ()
+movePlayers = do
+            gameState <- get
+            put $  players .~ map movePlayer (gameState^.players) $ gameState
+
+
+increaseAppleEatersLength :: [Int] -> ReaderT AppConfig AppState ()
+increaseAppleEatersLength appleEatersIndices = do
+            gameState <- get
+            put $ players .~ mapToIndices increasePlayerSnakeLength (gameState^.players) appleEatersIndices $ gameState
+
+
+drawGame :: ReaderT AppConfig AppState ()
+drawGame = do
+  window      <- window `liftM` ask
+  renderer    <- renderer `liftM` ask
+  gameScreen  <- gameScreen `liftM` ask
+  gameState   <- get
+
+  liftIO $ do
+    -- clear window surface first
+    screen <- SDL.getWindowSurface window
+    clearSurface screen
+
+    paintBoard renderer
+    paintApple renderer (gameState^.applePosition)
+    mapM_ (paintPlayer renderer) (gameState^.players)
+
+    SDL.present renderer
+
+    showGameMessages window gameState
+
+    _ <- SDL.surfaceBlit gameScreen Nothing screen Nothing
+
+    SDL.updateWindowSurface window
+
+    SDL.freeSurface screen
+
+    return ()
+
+
+main :: IO ()
+main = do
+  SDL.initializeAll
+  SDLF.initialize
+
+  (env, snakeState) <- initEnv
+
+  runLoop env snakeState
diff --git a/driver/MainWrapper.hs b/driver/MainWrapper.hs
new file mode 100644
--- /dev/null
+++ b/driver/MainWrapper.hs
@@ -0,0 +1,5 @@
+{-# LANGUAGE ForeignFunctionInterface #-}
+
+module MainWrapper where
+import Main (main)
+foreign export ccall "haskell_main" main :: IO ()
diff --git a/haskell-snake.cabal b/haskell-snake.cabal
new file mode 100644
--- /dev/null
+++ b/haskell-snake.cabal
@@ -0,0 +1,76 @@
+-- This file has been generated from package.yaml by hpack version 0.27.0.
+--
+-- see: https://github.com/sol/hpack
+--
+-- hash: 60583e315dd2851d455eb1c3beba4cfd260b5fecb8b670efc23c1f0c6070679a
+
+name:           haskell-snake
+version:        1.0.0
+synopsis:       Snake game implemetation in Haskell using SDL2
+description:    See README at <https://github.com/CGenie/haskell-snake>
+category:       Games
+homepage:       https://github.com/CGenie/haskell-snake#readme
+bug-reports:    https://github.com/CGenie/haskell-snake/issues
+maintainer:     Przemysław Kamiński <cgenie@gmail.com>
+license:        GPL-3
+license-file:   LICENSE
+build-type:     Simple
+cabal-version:  >= 1.10
+
+extra-source-files:
+    CHANGELOG.md
+
+source-repository head
+  type: git
+  location: https://github.com/CGenie/haskell-snake
+
+library
+  exposed-modules:
+      Game.HSnake.AI
+      Game.HSnake.Basic
+      Game.HSnake.Board
+      Game.HSnake.Game
+      Game.HSnake.Graphics
+      Game.HSnake.Player
+      Game.HSnake.Snake
+  other-modules:
+      Paths_haskell_snake
+  hs-source-dirs:
+      src
+  default-extensions: EmptyCase FlexibleContexts FlexibleInstances InstanceSigs MultiParamTypeClasses LambdaCase MultiWayIf NamedFieldPuns TupleSections DeriveFoldable DeriveFunctor DeriveGeneric DeriveLift DeriveTraversable DerivingStrategies GeneralizedNewtypeDeriving StandaloneDeriving BangPatterns KindSignatures TypeOperators OverloadedStrings ScopedTypeVariables TypeApplications ConstraintKinds RankNTypes DefaultSignatures PatternSynonyms TemplateHaskell
+  ghc-options: -Wall -Wincomplete-patterns -Wincomplete-uni-patterns -Wredundant-constraints
+  build-depends:
+      base >=4.9 && <5
+    , containers
+    , lens
+    , linear
+    , mtl
+    , random
+    , sdl2
+    , sdl2-ttf
+    , text
+    , vector
+  default-language: Haskell2010
+
+executable haskell-snake
+  main-is: Main.hs
+  other-modules:
+      MainWrapper
+      Paths_haskell_snake
+  hs-source-dirs:
+      driver
+  default-extensions: EmptyCase FlexibleContexts FlexibleInstances InstanceSigs MultiParamTypeClasses LambdaCase MultiWayIf NamedFieldPuns TupleSections DeriveFoldable DeriveFunctor DeriveGeneric DeriveLift DeriveTraversable DerivingStrategies GeneralizedNewtypeDeriving StandaloneDeriving BangPatterns KindSignatures TypeOperators OverloadedStrings ScopedTypeVariables TypeApplications ConstraintKinds RankNTypes DefaultSignatures PatternSynonyms TemplateHaskell
+  ghc-options: -Wall -Wincomplete-patterns -Wincomplete-uni-patterns -Wredundant-constraints
+  build-depends:
+      base >=4.9 && <5
+    , containers
+    , haskell-snake
+    , lens
+    , linear
+    , mtl
+    , random
+    , sdl2
+    , sdl2-ttf
+    , text
+    , vector
+  default-language: Haskell2010
diff --git a/src/Game/HSnake/AI.hs b/src/Game/HSnake/AI.hs
new file mode 100644
--- /dev/null
+++ b/src/Game/HSnake/AI.hs
@@ -0,0 +1,33 @@
+module Game.HSnake.AI where
+
+import Control.Lens
+
+import Game.HSnake.Basic
+import Game.HSnake.Game
+import Game.HSnake.Player
+import Game.HSnake.Snake
+
+computeAIPlayerMove :: Player -> GameState -> Direction
+computeAIPlayerMove pl gameState = circleAIPlayer pl
+
+
+circleAIPlayer :: Player -> Direction
+circleAIPlayer pl
+    -- corner cases
+    | headPos^.x == 1 && dir == West && headPos^.y <= 2                 = South
+    | headPos^.x == 1 && dir == West && headPos^.y > 2                  = North
+    | headPos^.x == (numRectsX - 1) && dir == East && headPos^.y <= 2   = South
+    | headPos^.x == (numRectsX - 1) && dir == East && headPos^.y > 2    = North
+    | headPos^.y == 1 && dir == North && headPos^.x >= 2                = West
+    | headPos^.y == 1 && dir == North && headPos^.x < 2                 = East
+    | headPos^.y == (numRectsY - 1) && dir == South && headPos^.x >= 2  = West
+    | headPos^.y == (numRectsY - 1) && dir == South && headPos^.x < 2   = East
+    -- normal operation
+    | headPos^.y <= 2                                                   = South
+    | headPos^.y >= (numRectsX - 2)                                     = North
+    | headPos^.y <= 2                                                   = West
+    | headPos^.y >= (numRectsY - 2)                                     = East
+    | otherwise                                                         = pl^.snake^.direction
+    where
+        headPos = head $ pl^.snake^.position
+        dir     = pl^.snake^.direction
diff --git a/src/Game/HSnake/Basic.hs b/src/Game/HSnake/Basic.hs
new file mode 100644
--- /dev/null
+++ b/src/Game/HSnake/Basic.hs
@@ -0,0 +1,71 @@
+-- Basic.hs -- basic functions and datatypes
+module Game.HSnake.Basic where
+
+import Control.Lens
+
+import Data.List
+import System.Random
+
+--data Colors = White | Black
+
+data Colour = White | Red | Blue | Green | Yellow | Black
+  deriving (Eq, Show)
+
+data Point = Point {
+     _x          :: Int,
+     _y          :: Int
+} deriving (Show, Eq, Ord)
+
+makeLenses ''Point
+
+infixl 6 |+|
+(|+|) :: Point -> Point -> Point
+pt1 |+| pt2 = Point (pt1^.x + pt2^.x) (pt1^.y + pt2^.y)
+
+data Direction = North | South | East | West
+     deriving (Show, Eq, Ord)
+
+-- | board size
+numRectsX :: Int
+numRectsX     = 11
+-- | board size
+numRectsY :: Int
+numRectsY     = 11
+
+oppositeDirections :: Direction -> Direction -> Bool
+oppositeDirections dir1 dir2
+            | ss == sort [North, South] = True
+            | ss == sort [East, West]   = True
+            | otherwise                 = False
+        where
+            ss = sort [dir1, dir2]
+
+directionToPoint :: Direction -> Point
+directionToPoint North = Point 0 (-1)
+directionToPoint South = Point 0 1
+directionToPoint East = Point 1 0
+directionToPoint West = Point (-1) 0
+
+randomListGenerator = do
+            seed <- newStdGen
+            return $ randomlist seed
+        where
+            randomlist = unfoldr (Just . random)
+
+getRandomApple snakePosition = do
+                r1 <- randomListGenerator
+                r2 <- randomListGenerator
+                let pts = map modPoint (zip r1 r2)
+                return $ head $ filter (\pt -> (not . elem pt) snakePosition) pts
+            where
+                modPoint (x, y) = Point ((x `mod` numRectsX) + 1) ((y `mod` numRectsY) + 1)
+
+-- | maps function to list, but only to specific indices
+mapToIndices :: (Eq a) => (a -> a) -> [a] -> [Int] -> [a]
+mapToIndices f xs ind = mapToIndices' f xs ind 0
+        where
+            mapToIndices' f' (x':xs') (ind':inds') i
+                | ind' == i    = (f' x':mapToIndices' f' xs' inds' (i + 1))
+                | otherwise    = (x':mapToIndices' f' xs' (ind':inds') (i + 1))
+            mapToIndices' f' [] _ _ = []
+            mapToIndices' f' xs' [] _ = xs'
diff --git a/src/Game/HSnake/Board.hs b/src/Game/HSnake/Board.hs
new file mode 100644
--- /dev/null
+++ b/src/Game/HSnake/Board.hs
@@ -0,0 +1,15 @@
+-- Board.hs -- board logic
+module Game.HSnake.Board where
+
+import Control.Lens
+
+import Game.HSnake.Basic
+
+data Board = Board {
+     _xSize   :: Int,
+     _ySize   :: Int
+} deriving (Eq, Show)
+
+makeLenses ''Board
+
+initialBoard = Board numRectsX numRectsY
diff --git a/src/Game/HSnake/Game.hs b/src/Game/HSnake/Game.hs
new file mode 100644
--- /dev/null
+++ b/src/Game/HSnake/Game.hs
@@ -0,0 +1,33 @@
+module Game.HSnake.Game where
+
+import Game.HSnake.Basic
+import Game.HSnake.Board
+import Game.HSnake.Player
+import Game.HSnake.Snake
+
+import Control.Lens
+import Data.Word
+
+data GameState = GameState {
+     _players            :: [Player],
+     _applePosition      :: Game.HSnake.Basic.Point,
+     _board              :: Board,
+     _level              :: Int,
+     _lastTick           :: Word32
+}
+makeLenses ''GameState
+
+initialGameState :: GameState
+initialGameState = GameState
+                 [initialPlayer, initialComputer]
+                 (Game.HSnake.Basic.Point 0 0)
+                 initialBoard
+                 1
+                 0
+
+speedFromLevel :: Integer -> Integer
+speedFromLevel l = toInteger $ floor $ (380 * (0.5**(0.1 * (fromIntegral l))) + 20)
+
+-- if snake's length is greater than 10, then increase level
+shouldIncreaseLevel :: [Player] -> Bool
+shouldIncreaseLevel ps = length (filter (>=10) (map (\pl -> pl^.snake^.len) ps)) > 0
diff --git a/src/Game/HSnake/Graphics.hs b/src/Game/HSnake/Graphics.hs
new file mode 100644
--- /dev/null
+++ b/src/Game/HSnake/Graphics.hs
@@ -0,0 +1,137 @@
+module Game.HSnake.Graphics where
+
+import Game.HSnake.Basic
+import Game.HSnake.Board
+import Game.HSnake.Game
+import Game.HSnake.Player
+import Game.HSnake.Snake
+
+
+import Control.Lens
+import Control.Monad.IO.Class (MonadIO(..))
+import Data.Text (pack)
+import qualified Data.Vector.Storable as DVS
+import Data.Word
+import Linear
+import Linear.Affine
+import Foreign.C.Types (CInt(..))
+import qualified SDL
+import qualified SDL.Font as SDLF
+
+
+type SDLRect = SDL.Rectangle CInt
+
+
+setColor :: SDL.Renderer -> Colour -> IO ()
+setColor r White  = SDL.rendererDrawColor r SDL.$= SDL.V4 maxBound maxBound maxBound maxBound
+setColor r Red    = SDL.rendererDrawColor r SDL.$= SDL.V4 maxBound 0 0 maxBound
+setColor r Green  = SDL.rendererDrawColor r SDL.$= SDL.V4 0 maxBound 0 maxBound
+setColor r Blue   = SDL.rendererDrawColor r SDL.$= SDL.V4 0 0 maxBound maxBound
+setColor r Yellow = SDL.rendererDrawColor r SDL.$= SDL.V4 maxBound maxBound 0 maxBound
+setColor r Black = SDL.rendererDrawColor r SDL.$= SDL.V4 0 0 0 maxBound
+
+sdlColor :: Colour -> SDLF.Color
+sdlColor Black = SDL.V4 0 0 0 maxBound
+sdlColor White = SDL.V4 maxBound maxBound maxBound maxBound
+
+screenWidth :: Int
+screenWidth   = 640
+screenHeight :: Int
+screenHeight  = 480
+screenBpp :: Int
+screenBpp     = 32
+
+gameScreenWidth :: Int
+gameScreenWidth   = 540
+gameScreenHeight :: Int
+gameScreenHeight  = 400
+
+messageScreenWidth :: Int
+messageScreenWidth = screenWidth - gameScreenWidth
+messageScreenHeight :: Int
+messageScreenHeight = screenHeight - gameScreenHeight
+
+rectWidth :: Int
+rectWidth  = gameScreenWidth `div` numRectsX
+rectHeight :: Int
+rectHeight = gameScreenHeight `div` numRectsY
+
+
+rectFromPoint :: Game.HSnake.Basic.Point -> SDLRect
+rectFromPoint (Game.HSnake.Basic.Point x y) = SDL.Rectangle startPoint size
+                where
+                    startX = (x - 1)*rectWidth + 1
+                    startY = (y - 1)*rectHeight + 1
+                    width  = rectWidth - 1
+                    height = rectHeight - 1
+                    startPoint = P $ V2 (fromIntegral startX) (fromIntegral startY)
+                    size = V2 (fromIntegral width) (fromIntegral height)
+
+
+rects = [rectFromPoint (Game.HSnake.Basic.Point ptx pty) | ptx <- [1..numRectsX], pty <- [1..numRectsY]]
+rectsVec = DVS.generate (numRectsX * numRectsY)
+  (\i -> rects !! i )
+
+
+paintRects :: SDL.Renderer -> Colour -> IO ()
+paintRects r color = do
+  setColor r color
+  SDL.fillRects r rectsVec
+
+paintBoard :: SDL.Renderer -> IO ()
+paintBoard r = do
+  paintRects r White
+
+paintApple :: SDL.Renderer -> Game.HSnake.Basic.Point -> IO ()
+paintApple r ap = do
+  setColor r Red
+  SDL.fillRect r $ Just rect
+  where
+    rect = rectFromPoint ap
+
+-- | TODO: paint different snakes with different colors
+paintPlayer :: SDL.Renderer -> Player -> IO ()
+paintPlayer r p = paintSnake r (p^.snake) (p^.colour)
+
+
+paintSnake :: SDL.Renderer -> Snake -> Colour -> IO ()
+paintSnake r s c =
+  mapM_ (\p -> paintSnakePiece r (rectFromPoint p) c) (s^.position)
+
+paintSnakePiece :: SDL.Renderer -> SDLRect -> Colour -> IO ()
+paintSnakePiece r rect c = do
+  setColor r c
+  SDL.fillRect r $ Just rect
+
+showGameMessages :: SDL.Window -> GameState -> IO ()
+showGameMessages w gameState = do
+  font <- SDLF.load "liberation.ttf" 25
+
+  surface <- SDLF.solid font color levelMessage
+
+  screen <- SDL.getWindowSurface w
+
+  renderSurfaceToWindow w screen surface startPoint
+
+  SDL.freeSurface screen
+  SDL.freeSurface surface
+  SDLF.free font
+
+  where
+    levelMessage = pack $ "Level " ++ (show $ gameState^.level)
+    color = sdlColor White
+    startPoint = P $ V2 (fromIntegral gameScreenWidth) 0
+
+renderSurfaceToWindow :: (MonadIO m) => SDL.Window -> SDL.Surface -> SDL.Surface -> (SDL.Point V2 CInt) -> m ()
+renderSurfaceToWindow w s i startPoint = do
+  SDL.surfaceBlit i Nothing s (Just startPoint)
+  return ()
+
+clearScreen :: SDL.Renderer -> IO ()
+clearScreen r = do
+  setColor r Black
+  SDL.clear r
+
+clearSurface :: SDL.Surface -> IO ()
+clearSurface s = do
+  SDL.surfaceFillRect s Nothing (sdlColor Black)
diff --git a/src/Game/HSnake/Player.hs b/src/Game/HSnake/Player.hs
new file mode 100644
--- /dev/null
+++ b/src/Game/HSnake/Player.hs
@@ -0,0 +1,78 @@
+module Game.HSnake.Player where
+
+import Control.Lens
+
+import Game.HSnake.Basic
+import Game.HSnake.Snake
+
+import Data.List
+
+data PlayerType = AI | Human
+    deriving (Eq, Show)
+
+data Player = Player {
+    _playerType         :: PlayerType
+   ,_snake              :: Snake
+     {-|
+          Temporary state variable to store next move's snake direction
+          Without this when snake went North, and user quickly typed
+          West, then South, snake would bump into itself
+     -}
+   ,_nextSnakeDirection :: Direction
+   ,_colour             :: Colour
+} deriving (Eq, Show)
+
+makeLenses ''Player
+
+initialPlayer :: Player
+initialPlayer = Player
+              Human
+              initialSnake
+              (initialSnake^.direction)
+              Green
+
+initialPlayerBottom :: Player
+initialPlayerBottom = Player
+              Human
+              initialSnakeBottom
+              (initialSnakeBottom^.direction)
+              Green
+
+initialComputer :: Player
+initialComputer = Player
+              AI
+              initialSnakeBottom
+              (initialSnakeBottom^.direction)
+              Blue
+
+isHuman :: Player -> Bool
+isHuman (Player Human _ _ _) = True
+isHuman _ = False
+
+checkPlayerCollision :: Player -> Bool
+checkPlayerCollision player = checkCollision $ player^.snake
+
+movePlayer :: Player -> Player
+movePlayer pl = snake .~ (moveSnake $ pl^.snake) $ pl
+
+playerEatsApple :: Point -> Player -> Bool
+playerEatsApple apple player = snakeEatsApple (player^.snake) apple
+
+sumPlayersPosition :: [Player] -> [Point]
+sumPlayersPosition ps = foldl (++) [] $ map (\pl -> pl^.snake^.position) ps
+
+totalPlayersPosition :: [Player] -> [Point]
+totalPlayersPosition = nub . sumPlayersPosition
+
+checkPlayersCollision :: [Player] -> Bool
+checkPlayersCollision ps = (length (filter checkPlayerCollision ps) > 0) ||
+                          (length (totalPlayersPosition ps) < (length (sumPlayersPosition ps)))
+
+increasePlayerSnakeLength :: Player -> Player
+increasePlayerSnakeLength pl = snake .~ (increaseSnakeLength $ pl^.snake) $ pl
+
+setNextPlayerDirection :: Player -> Direction -> Player
+setNextPlayerDirection pl dir = nextSnakeDirection .~ dir $ pl
+
+updatePlayerDirection :: Player -> Player
+updatePlayerDirection pl = snake .~ changeSnakeDirection (pl^.snake) (pl^.nextSnakeDirection) $ pl
diff --git a/src/Game/HSnake/Snake.hs b/src/Game/HSnake/Snake.hs
new file mode 100644
--- /dev/null
+++ b/src/Game/HSnake/Snake.hs
@@ -0,0 +1,71 @@
+-- Snake.hs: Snake-control logic
+module Game.HSnake.Snake where
+
+import Control.Lens
+
+import Game.HSnake.Basic
+
+import Data.List (nub, sort)
+
+data Snake = Snake {
+    -- | Snake's position is a list containing all its elements.
+    -- The first element of this list is snake's head.
+    _position    :: [Point],
+    _direction   :: Direction,
+    -- | Snake's length
+    -- We need to keep it -- if we initialize new level with large
+    -- snake length, we initially get a shorter snake so
+    -- snake^.position is not the correct snake's measure
+    _len         :: Int
+} deriving (Show, Eq)
+
+makeLenses ''Snake
+
+-- | Increases snake's length by 1
+increaseSnakeLength :: Snake -> Snake
+increaseSnakeLength = len +~ 1
+
+-- | Moves snake according to it's direction
+moveSnake :: Snake -> Snake
+moveSnake snake = position .~ newPosition $ snake
+             where
+                -- |check snake's length, if newPosition contains too many elements, remove them
+                newPosition = take (snake^.len)
+                    ((head (snake^.position) |+| directionToPoint (snake^.direction)) :
+                     (snake^.position))
+
+-- | Basically we check if there are 2 same elements in the 'position' list
+checkCollision :: Snake -> Bool
+checkCollision snake = outOfBoundary || selfCollision
+                where
+                    snakePosition = snake^.position
+                    mini          = head $ sort snakePosition
+                    maxi          = head $ reverse $ sort snakePosition
+                    outOfBoundary = (mini^.x < 1) || (mini^.y < 1) ||
+                                    (maxi^.x > numRectsX) || (maxi^.y > numRectsY)
+                    selfCollision = (length (nub snakePosition)) /= (length snakePosition)
+
+-- | Starting position & body
+initialSnakePosition :: [Point]
+initialSnakePosition = [Point 6 6]
+
+initialSnakePositionBottom :: [Point]
+initialSnakePositionBottom = [Point 6 11]
+
+initialSnake :: Snake
+initialSnake = Snake initialSnakePosition North 1
+
+initialSnakeBottom :: Snake
+initialSnakeBottom = Snake initialSnakePositionBottom North 1
+
+snakeEatsApple :: Snake -> Point -> Bool
+snakeEatsApple snake apple = apple `elem` (snake^.position)
+
+-- | Don't allow to change to opposite direction immediately
+tryChangeSnakeDirection :: Direction -> Direction -> Direction
+tryChangeSnakeDirection d sd
+  | oppositeDirections d sd = sd
+  | otherwise    = d
+
+changeSnakeDirection :: Snake -> Direction -> Snake
+changeSnakeDirection s d = direction .~ (tryChangeSnakeDirection d (s^.direction)) $ s
