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Twin Realms

One traveler, two scales. Every step counts twice on one of them.

LogicDifficulty: Medium5-15 minDesktop & mobile

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What is Twin Realms

Twin Realms gives you one traveler seen at two scales at once, and a single set of arrows that drives both. Press right and the small blue traveler steps one square right while the big orange one steps two. They begin the level standing on the same square, and from the first move onward the gap between them widens at double speed. A move only happens if both landings are clear: if either of them would walk into stone or off the edge, nothing moves at all and the pair shudders in place. The level ends when the small one stands on the small seal and the big one on the big seal.

That doubling is the whole puzzle. Because both travelers obey the same order, the big one is always exactly twice as far from the starting square as the small one — so he reaches the edge of the board first, he crosses twice as much stone, and he is almost always the one who blocks a move you thought was free. Early boards are seven squares across and go in three moves; the last ones are fifteen across and need fifteen, with the shortest route running a dozen moves longer than the straight line between you and the seal. There are a hundred levels in twelve chapters, and the level you reach is kept in your browser.

How to play

  1. Use the arrow keys or WASD, tap the four arrows under the board, or swipe on the board itself. Every input goes to both travelers at once — there is no way to move one alone, and that is the point.
  2. The small traveler moves one square, the big one moves two, always in the same direction. A move is refused outright if either landing square is stone or outside the board, so watch the big one: he runs out of room long before the small one does.
  3. Finish with the small traveler on the small blue seal and the big one on the big orange seal. Because they start together and move in step, arriving is a single event, not two — get one home and the other is home.
  4. Z undoes a move for free, R restarts the level with the counter back to zero, and H asks for a hint: an arrow flashes on the board and on the button, and it costs a hundred points. Menu leaves the level without sending a score.

Strategies that work

  • Read the big traveler, not the small one. He covers two squares per move, so he is the one who runs into stone; when an arrow refuses to work, look at where he would have landed, not where you wanted to go.
  • Since the big one is always twice as far from the start as the small one, you can predict him without watching: count the small one’s steps from the starting square and double them. That is the trick the later boards are built to punish.
  • The score is 1000 plus 50 per level, minus 8 for every move, minus 2 per second up to 300, minus 100 for each hint, with a floor of 50. A single wrong move costs eight points; a hint costs twelve moves’ worth. Undo is free, so undo instead of guessing again.
  • When you are stuck near a wall, walk away from the seal first. From level twenty on, the shortest route is on average six moves longer than the straight line, and after level eighty it is often ten or twelve longer — going backwards is usually part of the answer, not a mistake.
  • Every move can be taken back by pressing the opposite arrow, so no board can be ruined and no position is a dead end. If the game says there is no route from here, you have found a bug and not a trap — but the shape of the puzzle makes that impossible, which is why Reset exists only for tidiness.

A little history

Puzzles where one input drives several pieces at once go back a long way — the earliest paper versions asked you to walk two counters through a maze with a single set of instructions, and the form keeps reappearing because it turns a simple maze into a problem about relationships rather than routes. What separates the versions from each other is how the pieces are allowed to differ: some give each piece its own walls, some let them block one another, some hold one still while the other slides. Twin Realms separates them by stride. One square against two is the smallest possible difference, and it is enough to make the two positions inseparable in a way that walls never do: the distance between the travelers is not something you steer, it is a consequence of how far you have already come. Every board is built by scattering stone at random, measuring the true distance to every reachable square with a breadth-first search, and then placing the seal at the distance the level is meant to have, preferring squares that force a detour.

Frequently asked questions

Can a level become impossible partway through?

No. Every move can be undone by pressing the opposite arrow, so every position you can reach can also be left. Reset is there to clear the move counter, not to rescue you.

How hard does it get?

The first level takes three moves on a board seven squares across. The hundredth takes fifteen on a board fifteen across, and the shortest route wanders about twelve moves further than the straight line. The rise is gradual: chapters change every nine levels and the board grows four times along the way.

What is the daily challenge?

Five levels built from the date in UTC, the same five for everyone in the world, starting fresh at level one. Your score is sent once, when the fifth is done, and daily play never touches the level you have reached in the main campaign.

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