All LitLight the pile.
Orbs fall into a dark frame and settle into a heap.
Tap one and it flips — along with every orb it is touching.
iPhone and iPad, iOS 26. Free. No ads, no accounts, nothing gated.
The rule
The heap is physical
Orbs of a dozen sizes drop into a frame, collide, and settle where they land. No grid. Which orbs end up touching is decided by gravity, not by a level designer.
Touching means wired
Tap an orb and it flips, and so does every orb in contact with it. In a dense heap that can be seven at once. Press and hold to see exactly which, before you commit.
Par is proven
Every board carries the provably shortest solution for the shape it was dealt in — not a designer’s guess, a solved minimum. Matching it is the third star.
Rewiring
Drag an orb out of a cluster and the heap re-settles, which means the wiring re-settles with it. A board is not a fixed problem — it is a shape you can argue with.
Under par
Par assumes you left the heap alone, so finishing under it is only possible by reshaping the board. It earns its own star, its own sound and its own achievement.
Tilt
The pile answers to how you hold the device, and a tap flips whatever is touching what at that instant. Reduce Motion turns it off and the game stays fully playable.
No dead ends
A shove that would leave a heap unsolvable is caught and repaired before you see it. No timer, no lives, and no position you cannot finish from.
Modes
Campaign60 levels
Six worlds, each a different palette and a longer heap, from eight orbs to fifty-two. Three stars a level: finish it, finish it under a tap budget, finish it in exactly par. Hints and undo are free.
Daily Board1 attempt
Generated from the date itself, so it is identical worldwide and needs no server — it works in Airplane Mode. No hints, no undo, no restart. You cannot lose it; every board is solvable. What you can do is spend taps you do not get back.
EndlessNo cap
Boards keep coming and keep getting harder — deeper scrambles and denser contact, not just more orbs. One cumulative score, one run, and it ends when you do.
Leaderboards
Campaign StarsOut of 180. Three per level, and the third one is exact par.
Daily BoardToday only, and everyone played the same heap.
EndlessOne run, cumulative, no ceiling.
Longest StreakConsecutive Daily Boards. Miss one and it starts again.
Achievements
Nine, worth 650 points. Game Center is optional and the whole game works signed out — Apple supplies the alias, and a leaderboard entry tells me nothing about who you are.
First SolveLight every orb on a single board.
Reshaped the HeapDrag an orb to change which orbs touch each other.
World ClearedFinish every level in a world.
Seven DaysPlay the Daily Board seven days running.
Unaided WorldClear a world without taking a single hint.
Under ParFinish a board in fewer taps than par.
Flawless WorldEarn three stars on every level in a world.
Thirty DaysPlay the Daily Board thirty days running.
Fifty DeepReach depth fifty in Endless.
Tips
All 180 stars, all sixty levels, the Daily Board, Endless, hints and undo are in the app from the first launch. The tips unlock nothing: they change a line of text and a small badge, and the sheet says so before you tap anything.
Small Tip$5A thank you. Unlocks nothing — the game is all yours.
Medium Tip$10The same, with more of it.
Large Tip$50Consumable, like the others, so there is nothing to restore. Prices are the US tier; the App Store converts at checkout.
What it does not do
No accounts
Progress lives on your device and nowhere else. There is no server of mine — I run none — no sign-in, and no backup I hold. Deleting the app deletes all of it.
No tracking
No analytics, no advertising identifier, no third-party SDKs and no crash reporter. The app contains no networking code of its own. This page is not measured either.
No connection
Every mode works in Airplane Mode, including the Daily Board — it is computed from the date rather than downloaded. Only Game Center and the App Store use the network.
No barriers
Dynamic Type, VoiceOver and Reduce Motion are supported, and lit and unlit are told apart by brightness rather than hue. Motion access is optional.