A little light.
A long way home.
The city took the sunlight. Steal it back.
Ten districts. One tiny courier. Every second is yours.
Arrows / WASD to move
P or ESC to pause
Swipe / drag SteerDouble-tap Dash · 02+Two-finger hold Slow time · 03+
Game ready. Read the instructions before beginning.
Small robot. Big responsibility.
Outrun the city.
Outsmart the clock.
You are Pip, a maintenance courier carrying the city's last living spark. Recover every golden light, then head for the diamond exit. Blue cores give you seven seconds to knock sentries out by touching them.
Down to one integrity? A pink heart can appear nearby after a short random delay. Collect it to restore one integrity and gain a brief moment of protection. It stays until collected; another can appear after a cooldown if you fall back to one.
Each district restores your three hearts. If you fall, retry that district. Your completed districts and personal best are saved on this device; no account needed.
Make a little room for magic.
New moves arrive one district at a time. Dash through danger. Leave a decoy. Hold time and slip between enemies in slow motion. On the last district, time itself becomes your weapon.
Sound starts only when you choose to play. Use Sound to mute at any time. The game pauses when you leave the tab or scroll away. Reduced-motion settings remove decorative particles, bobbing and scanlines.
Controls & the ten-district field guide
Move: arrows / WASD, swipe or drag the maze, or tap a direction. Pip keeps moving until a wall; swipe your next turn early. Dash: Shift or double-tap the maze (district 02 onward). Slow time: hold Space or keep two fingers on the maze (district 03 onward). Move the first finger to steer while the second holds time; lift either finger to release. You can also hold the Time button with one thumb and steer with the other. Decoy: Q. Pulse: E. All powers have on-screen buttons.
Play mode: fills the available screen and keeps powers within reach, in portrait or landscape. Safari's browser bars may remain; this is not forced native fullscreen on iPhone. Exit returns to the page and pauses your run. Pause: P or Pause; Escape exits play mode, or pauses in the page. Only the running maze captures swipes; pause to scroll its briefing, or scroll outside the board. Browser zoom remains available outside the running maze.
The waking garden
Scout: A curious patrol follows your light when you get close.
Light harvesting. Move with arrows / WASD or the direction pad. Gather every light, then reach the diamond exit. Blue cores let you knock out sentries for 7 seconds.
Copper arteries
Hound: A fast tracker follows your path through tighter passages.
Dash · Shift. Tap Shift or Dash to burst forward. A dash protects you from sentries. It recharges in 4 seconds.
The glass hour
Oracle: This floating eye aims for where you are going.
Stolen seconds · Space. Hold Space or Time to slow the world to 22% speed while you move freely. Light refills the time battery. Amber floor vents now cycle on and off.
Echo market
Mimic: A segmented scavenger accelerates near your signal.
Decoy · Q. Press Q or Decoy to leave a false signal for 5 seconds. Sentries chase it. Decoys recharge in 10 seconds; watch for moving sparks.
The red lattice
Lancer: A needle-shaped hunter rushes down straight corridors.
Phase dash. Your dash can now cross active laser tiles safely. Red emitters show a warning before they fire. Ordinary walking through a live laser hurts.
The hollow choir
Warden: An armoured sentinel guards the remaining lights.
Repulse · E. Press E or Pulse to stun nearby sentries. With a blue core active, the pulse knocks them out. Recharges in 9 seconds.
Violet undertow
Weaver: A many-legged machine weaves between you and your escape.
Magnetic wake. Nearby lights are drawn to you through open corridors. Violet gravity wells slow your footsteps; dash to escape their pull.
The broken interval
Riftwing: A split-wing interceptor cuts off your next turn.
Rift step. Dashing into a single wall blinks you through it if the landing is clear. The city now has a countdown: keep moving. Pausing stops the clock.
A thousand eyes
Reaper: A rotating blade relentlessly tracks your last position.
Afterimage. Your dash leaves an electric trail that stuns pursuing sentries. Charged floor tiles pulse faster. Plan a route between the blue cores.
The last sunrise
Crown: The city's final guardian leads a mixed hunting pack.
Daybreak. Stolen seconds now makes you dangerous: touch sentries while slowing time to knock them out. Combine every move, collect the last lights, and find the sunrise.
This is a visual, real-time game. Keyboard and touch controls are supported; the maze is not currently playable through a screen reader alone.