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Prism Paths

Prism Paths

Route every neon beam into the receiver of the same color. There is no timer.

Level 1 / 12Moves 0Score 0Best 0

Use the arrow keys to move around the grid. Press Space or Enter to rotate a mirror, or click and tap mirrors directly. Slash and backslash mirrors bend light in different directions.

Restore the spectrum

12 fixed puzzles grow from one beam to dense, three-color 10 × 10 mirror vaults.

First Bend: Rotate the mirrors to guide each color into its matching receiver.

How to play

Light routing puzzle

Solve 12 light-routing boards that grow into dense, three-color mirror vaults.

  1. Move the selection with the arrow keys, then press Space or Enter to rotate a mirror.
  2. Follow every illuminated route and distinguish working mirrors from the decoys on advanced boards.
  3. Reset freely; solve all 12 levels with fewer rotations for a stronger score.
Controls

Prism Paths controls

KeyboardArrow keys select · Space rotate · Click / tap
Touchpad / mouseClick a mirror to flip it between its two orientations. The beam retraces immediately, so you can see the whole consequence of a rotation without a separate confirm step.
TouchTap a mirror to toggle it. Because there are only two orientations, a tap always fully reverses that mirror rather than stepping through a longer cycle.
About this game

Two mirror orientations, one correct pattern

Prism Paths is a beam-routing puzzle. Coloured light leaves a source in a fixed direction, and you rotate mirrors to steer it into a matching receiver. Each mirror has only two possible orientations, so the puzzle is combinatorial rather than fiddly — and every level has a published par.

Typical session: 8–25 minutes.

This browser stores recent play, favorites, preferences, and supported best scores. An account is optional. No download is required. Read the safety and compatibility facts.

Routing beams in Prism Paths

Sources, mirrors, receivers

A source emits a beam of one colour in one fixed direction that you cannot change. The beam travels in a straight line until it meets a mirror, which turns it ninety degrees. A receiver absorbs a beam that reaches it, and it must be the matching colour.

Mirrors have exactly two orientations — the forward-slash and the backslash — and each simply flips between them when you interact with it. That is the only action in the game. Everything else about the board is fixed.

Levels run from a five-by-five grid upward and each carries a par: the number of rotations the intended solution requires. Some mirrors already start in their correct orientation, so par is well below the total number of mirrors on the board.

Trace backwards from the receiver

Beams are reversible, which makes working backwards the strongest technique available. Start at the receiver, note which edge a beam must enter through, and trace that line back across the grid until it meets a mirror. That mirror’s required orientation is now fixed. Repeat until you reach the source, and you have the full solution without a single trial rotation.

The second idea is to leave correctly-set mirrors alone. Some mirrors begin in their solution orientation, so touching them costs a rotation and then costs another to undo. Before flipping anything, trace the existing beam and note which mirrors it already handles properly.

On multi-colour boards, solve each beam independently first and only then check for conflicts. A mirror that lies on two beams’ paths is the crux of those levels: it can only take one orientation, so one of the two routes has to be redesigned around it. Finding that shared mirror early saves a lot of wasted flipping.

Par, and what counts against it

Par is the number of mirror rotations in the intended solution. A level with four mirrors might have a par of one or two, because the others already start correct — so par is a measure of how much has to change, not how large the board is.

Two failure states are worth recognising while you work. A beam that leaves the grid without reaching a receiver has escaped, and a beam that loops back into its own path has entered a cycle. Both mean the current mirror arrangement is wrong, and the game distinguishes them so you can tell an over-shoot from a loop at a glance.

The opening levels and their pars
LevelGridPar
First Bend5 × 51
Neon Stair6 × 62
Crossing Current6 × 62

Common mistakes

The pattern in all of these is acting before tracing.

  • Flipping mirrors to see what happens. With only two orientations each, the board is small enough to solve on paper — trial and error mostly inflates your rotation count past par.
  • Rotating mirrors that were already correct. Some start in their solution orientation, so touching them costs two rotations to get back to where you began.
  • Solving forwards from the source. Tracing backwards from the receiver pins each mirror’s orientation deterministically, whereas forward search branches at every mirror.
  • Treating a shared mirror as solvable twice. On multi-colour boards a mirror serving two beams can only take one orientation, so one of those routes must change.

What is different about this version

Every level ships with its solution orientations committed alongside its starting state, so par is a genuine measured optimum rather than an estimate. The puzzle is verified solvable at that par rather than assumed to be.

The beam tracer explicitly detects and reports cycles as well as escapes. A looping beam is a distinct outcome rather than a hang or an infinite render, which is what lets the game show you that your arrangement folds back on itself instead of simply failing to light the receiver.

Common questions about Prism Paths

How many orientations does a mirror have?

Two — a forward slash and a backslash. Interacting with a mirror flips it between them, which is the only action in the game and what makes each level a finite combinatorial puzzle rather than a matter of precision.

What does par mean here?

The number of mirror rotations the intended solution needs. Because some mirrors start already correct, par is usually well below the number of mirrors on the board.

What is the fastest way to solve a level?

Trace backwards from the receiver. Beams are reversible, so working back from where the light must arrive fixes each mirror’s orientation in turn, whereas searching forward from the source branches at every mirror.

Why does my beam disappear?

It either escaped the grid without reaching a receiver, or it looped back into its own path. The game tracks those two outcomes separately, so you can tell an overshoot from a cycle and correct the right mirror.

Written by the Silverweb Games team from this game’s own implementation. Last reviewed July 31, 2026.

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