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Train Switcher

Color-coded trains roll in from the left on a single shared track, and it's your job to get each one to the station that matches its color before it reaches the end of the line. The only tools you have are a row of branch levers — numbered dots sitting on the track — and split-second timing.

Nothing about the track changes on its own. Every misrouted train is a lever you pulled too late, too early, or not at all.


How to Play


About This Game

Train Switcher is a real-time routing puzzle built around one simple rule: a train takes the first open lever it reaches, in order, or falls to the last station if none are open. Early stages give you two stations and one lever — barely more than a coin flip. By the final stage you're juggling four stations, three levers, and a queue of trains that doesn't wait for you to think.

The tension isn't in understanding the rule — it's stated on screen the whole time — it's in acting on it fast enough when two trains are close together and want opposite levers.


Why We Built It

Most browser puzzles either freeze time while you plan (turn-based) or never let you plan at all (pure reflex). We wanted something in between: a puzzle whose rules are simple enough to hold in your head completely, but whose execution happens on a clock you don't control. Rail yards were the obvious visual metaphor — everyone intuitively understands that a train on a track needs a switch thrown before it arrives, not after. That intuition means the game needs almost no tutorial text; the first stage teaches itself in about ten seconds.

The chain-of-levers structure also scales cleanly. Adding a station is just adding one more lever to the sequence, so difficulty grows by a single, predictable unit each stage instead of needing a redesigned board.


How It Works

Every stage defines a fixed queue of train colors and a set of stations, each with its own color. Levers sit between the two, one fewer than the number of stations, arranged in a strict left-to-right order. Each frame, every train in motion checks levers starting from the first one it hasn't passed yet: if that lever is open, the train's fate is locked in immediately — it starts a smooth diagonal move toward that lever's station and can no longer be redirected. If the lever is closed, the check moves to the next one. A train that clears every lever without finding one open is automatically routed to the final station, which has no lever of its own.

Because the check happens continuously against live lever states, the exact moment you flip a lever matters — flip it a frame before a train arrives and it diverts; flip it a frame after and the train has already moved on to check the next lever. Misroutes count against a per-stage budget; exceed it and the stage fails outright, restarting the queue from scratch.


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