Lucid Prism: Rules in Motion
Point the field. Watch them fall. Mind the shift.
Pro game
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About Lucid Prism: Rules in Motion
Lucid Prism: Rules in Motion is a gravity puzzle set in a research station high above a ringed planet. Each room is a test chamber of steel plates, with bulkheads standing in it, cyan energy gates, and numbered cradles set into the floor. Loose masses float there: pale light orbs and dense heavy slugs.
A move calibrates the chamber's gravity towards one wall. Every mass that can move falls that way at once until a bulkhead, a closed gate, the wall or another mass stops it. A cradle scores its value while a mass rests in it, and the room is solved when the score reaches the target. There are several ways to get there, each with a different score and a different number of moves, and the craft is the fewest. The twist is the shift: after the number of moves on the rule card, a klaxon sounds and one rule changes for the rest of the room. Magnets may clamp the heavy masses where they lie, the gates may slide open or seal shut, or the light masses may lose their glide and drift only one plate at a time. Sometimes the change is a tool to use, sometimes a trap to plan round, and the fewest plan without it never works.
There is no clock and undo is free. Each room has a par, the fewest moves found by the game's own search over every state of the chamber. Twelve hand-ordered chambers run from the docking ring to escape velocity, then endless outer-ring chambers and a daily room that is the same for everyone. When the target is met, a crystal prism over the chamber splits its light into the spectrum, one colour into each filled cradle, and field rings pulse out round the masses. Your progress stays in this browser.
How to play
- Reach the target score. A cradle scores its value while a mass rests in it.
- Tap a side of the chamber or a compass arrow to set gravity: every mass that can move falls that way.
- After the moves on the rule card the field shifts and one rule changes for the rest of the room.
- Plan for both rules: use the change if it helps, and work round it if it does not.
- Par moves earn three stars. There is no clock; undo is free.
Controls
- Tap or click a side of the chamber, or a compass arrow, to set gravity that way
- Arrow keys or WASD — set gravity north, south, west or east
- Z or U or Undo — undo; Y — redo; R or Reset — start the room again; H — a hint
- P, Escape or Start — pause
Frequently asked questions
How do I score?
Each cradle in the floor has a value. While a mass rests in it, it scores that value. The room is solved when the chamber's score reaches the target after a move.
How do the masses move?
All at once, the way gravity points, each until a bulkhead, a closed gate, the chamber wall or another mass stops it. A move that would move nothing is refused and does not count.
What changes at the shift?
The rule card names it. Magnets may clamp the heavy masses so they stop moving, the gates may open or seal, or light masses may move only one plate per move.
Why can there be more than one answer?
Different cradles hold different values, so several settlings reach the target with different scores and costs. Par is the fewest moves to reach it, whichever way it is reached.
Is anything timed or scored against me?
Nothing is timed and undo is free. Stars compare your moves with par, and a solve after a hint earns at most two. A score above the target earns a few extra points.
Can I tell the masses apart without colour?
Yes. Light masses are round orbs with a thin ring; heavy masses are octagons with a band, and clamped ones gain an outer ring. Closed gates are barred, open gates a dashed frame. Every mass and cradle is described for a screen reader.
Does the game save?
Yes, in this browser: solved rooms, stars, and the moves you had made in the room you were working on. Nothing is uploaded.