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filament

Fill every cell.

A coil of light glides across a 9 × 16 board. Sparks grow it. Stamps shrink it and leave Embers behind. Coil and Embers both count.

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9 × 16 board · 285 ms a step · edges wrap · hit yourself and the run ends · no ads

Heat
Swipe to start
Autopilot is playing. Swipe the board or press ←↑↓→ to take over. Hold, or hold Space, to brake.

The coil

It glides.

Head and tail move every frame, so the coil never jumps a cell. When the speed changes it eases in over about 300 ms. At an edge it slides out of one side and back in at the other.

  • Round corners on every turn
  • The tail tapers and its glow narrows with it
  • The eye on the head leads the way it moves

How a run works

01

Sparks grow you

Orange diamond · +1 length · +1 heat · lands in the largest empty area

Eat a Spark and the coil grows by one cell. Each Spark adds one heat. At heat 3 the corner brackets light.

02

Stamps shrink you

Ring beside your tail · last 2 tail cells become Embers · heat back to 0

Stamps drop next to your tail, so you loop back for them. The head steps on, the last two cells of the tail stay behind as Embers, and the coil comes out one cell shorter. Embers count as filled, and you can cross them.

03

Run hot, then brake

Heat 3 runs 22% faster, heat 4 38% · Sparks clear at 4 · hold = half speed · 0.8 s hold = −1 heat

Heat speeds the coil up. At 4 the Sparks clear until you cool down. Hold anywhere to brake: the board dims and the coil runs at half speed. Hold for 0.8 seconds and heat drops by one. Cooling off 4 brings a Spark back.

04

Fill every cell

Coil + Embers = 144 of 144 · relights in fill order · next cycle 6% faster

The fuller the board, the faster the coil. Cover all 144 cells with coil and Embers and the board relights in the order you filled it. Your Glyph is saved, and Play again starts the next cycle 6% faster: 285 ms a step becomes 267.

First run

A first run that teaches.

New players start on a 5 × 7 board they cannot lose. Four steps, and each one needs a real move: Swipe, Stamp, Heat, Fill. A ghost finger shows the move until you make it. Run into your own coil and it only stops.

Swipe to turn.

Turn toward the Spark. Sparks make you longer.

Daily and challenges

A Daily, and nine challenges.

The Daily Glyph is the same board for everyone that day. Challenges give a run one goal. Fill more boards and keep your Daily streak to open the rest.

Daily Glyph

Same board for everyone today

  • Daily GlyphToday’s board, same for everyoneOpen
  • ≤12 StampsFill with ≤12 StampsOpen
  • Wrap RunnerWrap an edge 8+ times, then fill2 more fills
  • Never Heat 4Fill without reaching heat 43 more fills
  • Single StampFill with at most 1 Stamp4 more fills
  • Heat RaceReach heat 4, then fill5 more fills
  • Speedrun 90sFill in 90 seconds3 more days
  • Stamp Cool OnlyFill, cooling only with Stamps5 more days
  • No BrakeFill without braking7 more days

As a new player sees them. Pro adds looks and modes; it does not skip this ladder.

Fill every cell.

Get it on Google Play

On Google Play

Terms

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