Touch: Swipe up, down, left or right to step the bot, or tap a neighbouring tile to step onto it; tap the bot's own tile to wait a turn. The buttons along the bottom undo one move, restart the bay, pause, show a hint and mute. On the win screen, tap to go to the next bay; on the loss screen, tap to retry. · Keyboard: Arrow keys or WASD move, Space waits a turn, Z undoes, R restarts the bay, H toggles the hint, M mutes and P or Esc pauses. Enter or Space starts the selected bay and advances from the win and clear screens; N also goes to the next bay.
About:
A turn-based grid puzzle made in-house for Leetdom. You pilot a little maintenance bot through the aisles of a powered-down relay. Each bay asks the same thing: collect every power cell, then reach the gate it unlocks. Standing between you and that are spark-creatures that crawl the grid, and touching one shorts you out.
The whole game runs on one rule: nothing moves until you do. Make a move and the sparks each take exactly one step by their own fixed behaviour, so the board is a puzzle you can read rather than a reflex test. Bouncers pace a line and reverse when they hit a wall or a block. Chasers close the longer gap toward you first. Patrollers hug the walls and round every corner the same way. Because the rules never bluff, you can look a few moves ahead, and if a plan goes wrong you rewind one step at a time or restart the bay with a single key or tap.
Your one tool is the humble insulating block. Push one into a gap to seal a corridor, break a chaser's line of sight, or pen a bouncer into a harmless loop. Blocks never slide on their own and can be pushed only into empty floor, so a shelter you build stays exactly where you left it.
Twelve bays run across four zones, from the gentle Boot Bay through Live Wire and the Switchyard to the Core Breach, each adding one idea on top of the last. Every bay was checked by an exhaustive solver, so each is guaranteed to have a solution and your best move-count is saved per bay on your device. All of the art and sound is drawn and synthesised in code, with no image or audio files, no network and no tracking.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03: headless Chromium via a self-contained CDP client (no third-party deps) on three profiles. Desktop 1280x800 keyboard: started bay 1 from a fresh save, solved it with the solver's own path to the clear screen, advanced to bay 2, was shorted out by a BFS-derived lethal sequence, and retried in one key to a fresh bay (moves 0). Phone 390x844 portrait and 844x390 landscape with real touch emulation: the same loop works by swipe and tap, the bot steps, batteries charge and the loss/retry flow runs. Pause on P and on tab-hidden both hold; resize refits the board and play continues; a reload with localStorage forced to throw still loads and plays with no new errors. No console errors, no page errors and no external network requests on any profile. Audio was rendered offline through the game's own synth (OfflineAudioContext): peak -6.4 dBFS (under -1 even with sounds stacked), noise floor -240 dB, and the breathing music bed sits 14 dB (RMS) under the effects with nothing harsh above 6 kHz. A BFS solver proves all 12 bays solvable (hardest ~345k nodes) and 492 invariant and determinism checks pass.
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