An endless neon optics puzzle where every move is a photon you can't take back.
Colored emitters fire beams across a dark grid. Your job: drag mirrors and splitters out of the tray, rotate them into place, and bend every beam onto its matching target — inside a move budget that never forgives a wasted tap.
Light is honest. The board isn't.
Every level starts solved in theory — the emitters are fixed, the targets are fixed, and the optics you need are sitting in a tray at the bottom of the screen. What's missing is you: a mirror a few cells off, a splitter in the wrong diagonal, and the whole network stays dark.
Beams follow real reflection rules, so a board reads like a circuit diagram you can trace with your eyes. The puzzle is seeing the path before you spend the move.
Genre
Optics puzzle — mirrors, splitters and color mixing on a neon grid.
Tone
Calm and precise — deep-space glow, gentle haptics, and a move counter keeping you honest.
Seven pieces, infinite ways to be wrong
Mirrors, splitters & dye
Mirrors bounce a beam 90°. Splitters do the same while letting it pass straight through — two exits, twice the routing puzzle. Dye lenses recolor whatever crosses them: cyan in, magenta out.
Portals & dual targets
Fixed portal pairs teleport a beam across the board — route around the tunnel or straight through it. Some targets demand two beam colors at once: cyan plus amber, magenta plus cyan.
A real move budget
Every placement, rotation and correction costs a move. Par is computed from the board itself — flawless solves earn a bonus, waste runs you dry.
Three lives, no free passes
Run out of moves and you burn a life — three per run, then it's over. A fresh board deals you back in, but your streak is gone.
Hand-designed, then scrambled
60 authored levels, each with two layouts — the game then rolls a random symmetry and color rotation, so no two runs deal the same boards.
Themes & achievements
Score unlocks new beam color themes; a separate achievement ladder rewards deep runs, flawless boards and hot streaks.
A 60-level climb that never truly ends
Early boards teach one idea at a time — a single mirror, then your first splitter, then a beam that feeds two targets. The fifties stack portals and dye lenses on top: four emitters, three colors and dual-lit targets on a packed grid.
Past level 60 the run goes endless: the hardest tier keeps cycling through fresh symmetries and colors while your score, streak and nerves keep climbing. Runs autosave after every move — leave mid-level and CONTINUE picks up right where you left off.
Authored levels, ×2 variants
Every board is trace-verified: solvable, no escaping beams, exact piece economy.
Built in the open — here's exactly where things stand
Prismryx is playable end-to-end today and rolling through closed testing on Google Play.
Core game & campaign
Full optics sandbox — emitters, mirrors, splitters, dye lenses, portals, dual targets, blocks — 60 hand-designed levels, endless mode, achievements, themes, autosave, and 25 languages.
Internal testing
Shipping to Google Play's internal track for balance passes on move budgets, difficulty curve and the lives economy.
Android launch
Store listing, feature graphics and a public release — free, no ads, fully offline.
iOS build
An Apple-platform release once the Android launch settles.
Engine
Flutter + Flame
Visuals
100% code-drawn, no external art assets
Data
Fully offline — saves stay on the device
Platforms
Android first, iOS planned
Be the first to play Prismryx
No spam, just a single email when we open early access and again at launch.