The Twin Drift guide

One rule.More possibilities.

Get to know every piece of the puzzle. Start with the basics, or jump straight to the mechanic in front of you.

The basic rule

One swipe moves both Sparks.

A board showing one swipe moving both Sparks along different paths.
Swipe right: the circle stops at a Wall and the diamond at the board edge, each on its matching dock.

Swipe up, down, left or right. Both Sparks move together until each is stopped. Settle both on their matching docks to solve the board.

Sparks can cross or share a cell. They never block each other.

Good to know

A swipe that moves nothing and changes nothing does not count as a move.

Walls & docks

A destination is not a stopping point.

A wall stops the circle Spark and the board edge stops the diamond Spark, each on its matching dock.
Swipe right: the Wall stops the circle on its dock; the board edge stops the diamond on its dock.

Walls and the board edge stop a Spark. Docks mark where each Spark needs to finish, but do not stop or capture it.

The circle belongs on the circle dock; the diamond belongs on the diamond dock.

Good to know

Both Sparks must be on matching docks after movement finishes. A Spark can leave a dock on a later swipe.

Identity barriers

A way through for one Spark.

Recognize it on the board.

An Identity Barrier lets its assigned Spark pass in either direction. It stops the other Spark, just like a wall.

Match the symbol on the barrier to the Spark, not just its color.

Good to know

The barrier sits between two cells. It does not change polarity.

Anchor tiles

Stop here. Leave next time.

Recognize it on the board.

An Anchor Tile stops a Spark as soon as it arrives. On the next swipe, the Spark can leave normally.

An anchor works the same way for both Sparks.

Good to know

Starting a command on an anchor does not trigger another stop.

Polarity

Same swipe. Different directions.

A board showing Linked and Inverted Sparks moving in different directions.
Swipe right: the Linked circle travels right; the Inverted diamond travels left. The Phase Gate changes its next command.

A Linked Spark moves with your swipe. An Inverted Spark moves against it. Each Spark keeps its polarity until a Phase Gate changes it.

Look inside each Spark: a closed link means Linked; a broken link means Inverted.

Good to know

The direction is set at the start of each command. Polarity and travel direction are different things.

Phase gates

Change the next move.

Recognize it on the board.

Crossing an applicable Phase Gate flips a Spark between Linked and Inverted. The Spark keeps moving in its current direction.

The new polarity takes effect on your next swipe, never halfway through this one.

Good to know

A gate can apply to one Spark or both. Each applicable Spark can trigger the same gate only once per command.

Pulse bridges

Match polarity to cross.

Recognize it on the board.

A Pulse Bridge opens when both Sparks begin the command with the same polarity. Different polarities block the way.

The bridge keeps that state for the entire swipe.

Good to know

Crossing a Phase Gate cannot change bridge access until the next command. Linked Switches do not control Pulse Bridges.

One-way gates

Follow the arrow.

Recognize it on the board.

A One-Way Gate lets either Spark cross in the direction of its arrow. From the other direction, it acts like a wall.

Check the direction the Spark is actually travelling, especially when it is Inverted.

Good to know

The rule compares physical travel direction with the arrow, not your swipe direction.

Linked switches & gates

Change the path as you move.

Recognize it on the board.

Entering a Linked Switch toggles its connected gates: closed becomes open, and open becomes closed. The change can affect the other Spark while it is still moving.

A Spark that has already stopped stays stopped for the rest of that swipe, even if the gate opens.

Good to know

Starting on a switch does not activate it: leave and re-enter. Each switch activates at most once per command. Two different switches can toggle the same gate twice.

Relay portals

A shortcut for one Spark.

A board showing the circle Spark travelling through a paired Relay Portal.
Swipe right: the circle travels through its affiliated portal and continues right. The diamond treats portals as ordinary floor.

Entering either endpoint moves the affiliated Spark immediately to its paired endpoint. It keeps its physical direction and polarity, then continues until normally stopped.

Only the Spark matching the portal’s symbol teleports. The other treats the endpoint as ordinary floor.

Good to know

Arrival does not send a Spark back. It must leave and re-enter to use the pair again; a blocked exit stops it on the endpoint.

Room to experiment. Use undo to rethink a move, or restart for a fresh attempt.

Mastery marks

Each level has a move target (par), usually the fewest moves needed to solve it.

You keep every mastery mark you earn and can add more on later attempts. Ace and Solo are independent: you can earn either without the other.

Solved
Finish the level, with or without assistance.
Solo
Finish manually without requesting a hint during that attempt.
Ace
Finish manually in no more than the move target.
Perfect
Finish without hints, using the fewest moves and the lowest Drift Distance at that move count.
Flawless
Earn Perfect on your first try, without undoing a move, restarting, or abandoning the attempt.

Moves first. Drift Distance second.

A solve with fewer moves always ranks higher. When moves tie, lower Drift Distance wins. Drift Distance counts the movement of both Sparks: one unit per cell-to-cell step, plus one for each portal transfer. Time does not affect your score.

Assisted

Requesting a hint makes that attempt assisted. You can still earn Solved, and Ace if you finish manually within the move target. The cap shows that you used assistance; it is separate from the five marks. Normal move previews and mechanic reminders do not count as hints. Full Solution Playback can earn Solved, but never Solo, Ace, Perfect, or Flawless.

Room to rethink

Undo removes that move and its Drift Distance. Restarting resets both to zero and begins a new, unassisted attempt. You can still earn Solo, Ace, or Perfect after either. To earn Flawless, your first completion must be Perfect, with no undo, restart, or discarded attempt along the way. Any of those permanently rules out Flawless for that level. Suspending and resuming the same attempt keeps your chance at Flawless.

Link to mastery marks

Symbol reference

Symbol key: Basic drift
Symbol key: Polarity
Symbol key: Relay Portal