A ship's wheel hangs in the dark. Hang a lantern in one of the gaps in its rim, and the light runs down every spoke it reaches, fading one step with each beam it passes.
Some beams have to end up glowing. Some have to stay dark. Later on, some have to end up a particular colour.
That is the whole rule. Everything else is working out where the lanterns go.
FIFTY PUZZLES, ONE ANSWER EACH
Every level has exactly one arrangement that works. Each one was checked by brute force before it shipped, so when you solve it you have solved it — there is no second answer you happened to miss, and nothing comes down to luck.
SEVEN WORLDS, SEVEN IDEAS
The wheel gains a piece at a time. Broken rails that stop light dead. Mirrors that pass it on without costing it anything. Beacons that send it further than it arrived. Prisms that throw it every way at once. Stays across the middle of the wheel. And lenses that turn light from one colour into the next.
IT TEACHES ITSELF
There is nothing to read first. Each new piece is explained on the level where it first matters, in one sentence, pointing at the thing it is talking about.
NO CLOCK, NO STREAK, NO LIVES
Undo as far back as you like. Reset whenever you want. Put it down in the middle of a level and it will be there when you come back. Nothing is timed, and nothing expires while you are away.
MADE FOR A PHONE
Portrait, one hand, and it plays offline.
Fifty hand-built puzzles across seven worlds, drawn as brass and lamplight on a dark sea.
Hang lanterns on a ship's wheel and light the beams the pattern asks for.