Mirrors
Two angles, / and \. Each turns the beam ninety degrees. The whole game lives in where you place them.
A beam waits at the edge of the grid. Place a mirror, bend its path, pass it through a filter — and watch it travel to the target. Three minutes of light a day.
The routes, the Beacon, and the practice grids, as they look on your phone.






Two angles, / and \. Each turns the beam ninety degrees. The whole game lives in where you place them.
A coloured tile tints the light passing through. Some targets ask for a colour — route the beam to match.
One beam in, two beams out. Prisms split the light so a single source can reach two targets at once.
One mirror. Bend the beam down into the target.
Route through the amber filter — the target wants colour.
A prism splits one beam in two. Light every target.
Come back each day and your streak grows into a luminous column — a record of presence rendered as light. Perfect days glow brightest. Skip a day and there's a quiet gap. The Beacon is yours to build.
Sibling to Lattern's Lattice and Hueful's Spectrum — the same warm-light family, the next chapter.
Beam routing, mirror logic, Lazors nostalgia, and the optics you learn by accident.
Why routing light feels so good, and how the mirror-prism-filter toolkit works.
Read the guide →Where the beam goes after you finish the packs: the best laser puzzles in 2026.
Read the guide →One rule, endless play: reading reflections like a solver.
Read the guide →From laser maze toys to calm dailies: the three families of the genre.
Read the guide →The physics hiding in the rules, and why games teach it better than diagrams.
Read the guide →The case for one good serving a day, and what separates a real daily from a skin.
Read the guide →Then it goes. Your turn to route the light.