Start with a slide.
Put your finger directly on a robot. Drag up, down, left or right to preview its path, then release. A robot slides until it meets a wall, another robot, a closed door or a brake tile.
- Robots never push one another.
- A blocked move does not add to your move count.
- Bring every robot through an eligible boundary gate to finish the puzzle.
- Leaving matters: a robot that has escaped can no longer help as a stopping point.
Different faces. The same abilities.
The colour and hollow symbol on each robot’s chest identify its matching gate. Everyone moves by the same rules. A symbol helps you tell gates apart without relying on colour alone.
Every arch has a purpose.
- Matching gates
- Match the colour and chest symbol. A gate for another group behaves like a wall.
- Shared gates
- A plain, unmarked stone arch welcomes every group.
- Limited passages
- A small number shows how many robots can still use the gate. Each successful escape uses one passage. A robot with the wrong symbol does not use one.
- Conditional gates
- Some gates also need a key, a held plate, a latch or a switch. The condition must be satisfied as the robot crosses. Read linked markings to see what opens the way.
A garden that responds to you.
Walls & water
Fixed stone and water inside the board block your path. Plants and water outside the board are scenery.
Keys
Collect a key by sliding over it — you do not need to stop. It belongs to the whole team, opens every linked lock, and is not spent when a robot passes.
Pressure plates
A robot must stand still on the plate to hold a linked door open. The moment it starts moving, it releases the plate. One friend may need to take over.
Latches
Stop on a latch to open its linked path for the rest of the attempt. Moving away does not close it.
Switches
Stop on a switch to change its linked doors. Passing over it does not trigger it. Leave and return to switch it again.
One-way doors
The arrow on the doorway shows the permitted direction. The opposite direction is blocked.
Brake tiles
Entering a brake tile stops the robot immediately. You can leave it normally on the next move.
One puzzle opens the next.
The campaign begins with puzzle 1. Finish every preceding puzzle to unlock the next, including the first puzzle of the next chapter. Stars, hints, ads and Arena results do not bypass this order. You can freely replay any unlocked puzzle.
- Stars reward efficient solutions. A verified optimal solution earns three; the puzzle’s two-star threshold earns two; any other valid completion earns one.
- Your best result is kept when you replay. Daily, CPU and online Arena are separate from campaign progress.
- Undo restores the entire previous state: robots, escapes, keys, switches, latches and gate capacity. Restart begins the same puzzle again.
- The campaign and its downloaded content work offline. Online rankings and multiplayer need an Internet connection.
Choose your kind of challenge.
- Daily puzzle
- One shared puzzle per UTC day. The daily leaderboard compares verified move counts; fewer is better.
- CPU practice
- A clearly identified computer opponent lets you practise offline. CPU results never masquerade as real ranked players.
- Friends’ room
- Create a private room and share its six-digit code with a friend. Both players need an Internet connection.
- Ranked Arena
- Save and confirm your recovery code, then join matchmaking. Real opponents, three rounds, and an Elo rating.
Help that leaves you in control.
Hints work from your current position. Open the hint control when you want a nudge; you are never required to use it. Undo and restart stay free. In Settings, choose your language, adjust sound and haptics, and manage the available privacy options. If you select the age band 18 or older, an available rewarded ad can be watched by choice to earn 3 hints. Watching a rewarded ad is never required to progress.
In-game languages: English, Vietnamese, Spanish, Portuguese, German, French, Japanese, Korean and Simplified Chinese.
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