Spatial puzzle · Clear the boardArrows escape,
Arrows escape,
tap them off in order.
Each arrow is a shape on a dot grid. Tap one to slide its whole body off in the direction its chevron points — but only if the path is clear. Find the order that empties the grid.
- Arrows
- 6
- Escaped
- 0
About the gameHow Arrows Escape works,
How Arrows Escape works,
in short.
- Step 01
Arrows live on a dot grid.
Some arrows fit in one cell. Others bend through two or three. Whatever the shape, the arrowhead at the end tells you which way the whole piece points.
- Step 02
Tap to slide the whole shape off.
A tap sends the entire arrow — body and all — gliding in its head's direction until it leaves the board. The path forward has to be empty; bumping a neighbour shakes the arrow and does nothing.
- Step 03
Clear every arrow to win.
Order matters — some shapes are stuck behind others until you free them. The board is solved when nothing is left to tap.
Questions
Arrows Escape questions, answered.
Arrows Escape is a minimalist puzzle on a dot grid. Each arrow is a single cell or a bent shape ending in a chevron. Tap one and the whole shape slides off in the chevron's direction — but only if the chevron's lane is clear. The puzzle is finding the order that empties the board.
Tap (or click) any arrow. If the lane in front of the chevron is clear all the way to the edge, the whole shape glides off snake-like — body trailing behind the head. If another arrow is in that lane, the tap is rejected, that blocker pulses briefly, and your arrow shakes. Keep going until nothing is left.
Each direction is inked in its own colour so you can scan the board at a glance: blue for up, terracotta for down, lilac for left, peach for right. The chevron at the end of the line shows which way the whole shape will travel when tapped.
The chevron's lane is blocked. Follow the chevron's direction from its tip out to the board edge — the first arrow that lane hits is the obstacle, and it briefly pulses to show you. The body of a bent arrow trails along the chevron's path, so blockers off to the side of the bend don't count; only the lane in front of the chevron does. Clear the blocker (or whatever is blocking it) first, then come back.
Sometimes. Easy levels have several valid orders; harder ones have only one. The shape with the most open lane usually leaves first — find an arrow whose path is already clear, send it off, then look again with one less obstacle in the way.
No. Blocked taps just shake the arrow and pulse the blocker — they do not end the level, drain a life, or count against you. They do show up at the end of the level so you can see how cleanly you solved it.
Yes — the Reset button puts every arrow back on the board with the move count zeroed. The level itself doesn't change, so you can keep retrying the same puzzle until you find the right order.
Yes. The generator builds each random level by reverse construction — arrows are grown one at a time as short random walks, and a candidate is only accepted if every cell in its escape direction is empty at the moment of placement. Solving in the reverse order of placement always works, so a solution is guaranteed to exist for every generated board.
Yes. Each arrow body is one big tap target, and the dot grid scales to your screen. Tap anywhere on a shape to send it off the edge — there is no separate control pad to mash.
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