Mirror Worlds
LMG Software Puzzle Contains ads
One control moves two heroes, through two mazes that are not the same shape.
- Downloads
- 12+
- on Google Play
- Price
- Free
- No in-app purchases
- Updated
- Oct 10
- 2026 · v1.0.0
Screenshots
About Mirror Worlds
wo heroes. Two castles. One set of controls.
Every step you take moves both of them - one through the dark world, one through
the light. Press left and they both go left, into rooms that are not the same
shape. The puzzle is never the maze. It is the gap between them.
HOW IT WORKS
Each hero has their own way out, and you cannot move them separately. The only
way to change the distance between them is to find something that stops one and
not the other: a wall, a crate, a chasm, a closed door. Park one. Walk the other.
That is the whole game, and it goes a very long way.
WHAT YOU WILL MEET
- Rubble you can jump over but not walk through
- Chasms that are always visible and always fatal
- Mirrored rooms, where east and west are swapped for one of them
- Blades that move on your step count, never on a clock
- Pressure plates in one world that open doors in the other
- Crates you can pick up and drop to hold a plate down for good
- Echoes - ground that is only there while your other self is standing in the
same place in their own room
200 LEVELS, IN A MEASURED ORDER
The difficulty is measured rather than guessed. Every level is scored by how much
longer the shared-control solution is than each hero's own walk would be, and the
order you play them in follows that score. Every one of them has been solved by
the game's own solver before it ever reached you, so you always know a solution
exists - the only question is whether you can see it.
NO TIMERS. NO REFLEXES.
Nothing in the castle moves until you do. Hazards advance on your step counter
rather than on a clock, so you can count the moves and plan the whole route
before you take the first one. Put it down mid-puzzle and it will be waiting
exactly where you left it.
WHEN YOU ARE STUCK
Three levels of help, and you decide how much you want. A nudge towards the shape
of the answer. The idea itself, in one sentence. Or a ghost that walks the whole
solution out in front of you, from the beginning.
THREE STARS
One star for solving it. Two for solving it without wandering. Three for a
near-perfect run with no deaths at all - which is the one worth coming back for.
Your progress is saved on your device. Sign in with Google or an email address if
you want it to follow you to another phone. You never have to.
================================================================================
NOTES
================================================================================
Wording that is deliberate, in case it gets edited:
"solved by the game's own solver before it ever reached you" - true, and it is
what `npm run validate` proves for all 200. It does NOT claim a level can never
be made unwinnable mid-run; a crate dropped in the wrong place can strand you,
and restart is the way out. Do not upgrade this to "impossible to get stuck".
"Nothing in the castle moves until you do" - true: hazards are a pure function of
the step counter, which is the whole reason the game exists.
The energy meter and the rewarded videos are not described here. They are
disclosed by the Data safety form and the "Contains ads" badge. Add a line if you
would rather say it in your own words - being straightforward about it tends to
cost less in reviews than leaving people to discover it.
Every step you take moves both of them - one through the dark world, one through
the light. Press left and they both go left, into rooms that are not the same
shape. The puzzle is never the maze. It is the gap between them.
HOW IT WORKS
Each hero has their own way out, and you cannot move them separately. The only
way to change the distance between them is to find something that stops one and
not the other: a wall, a crate, a chasm, a closed door. Park one. Walk the other.
That is the whole game, and it goes a very long way.
WHAT YOU WILL MEET
- Rubble you can jump over but not walk through
- Chasms that are always visible and always fatal
- Mirrored rooms, where east and west are swapped for one of them
- Blades that move on your step count, never on a clock
- Pressure plates in one world that open doors in the other
- Crates you can pick up and drop to hold a plate down for good
- Echoes - ground that is only there while your other self is standing in the
same place in their own room
200 LEVELS, IN A MEASURED ORDER
The difficulty is measured rather than guessed. Every level is scored by how much
longer the shared-control solution is than each hero's own walk would be, and the
order you play them in follows that score. Every one of them has been solved by
the game's own solver before it ever reached you, so you always know a solution
exists - the only question is whether you can see it.
NO TIMERS. NO REFLEXES.
Nothing in the castle moves until you do. Hazards advance on your step counter
rather than on a clock, so you can count the moves and plan the whole route
before you take the first one. Put it down mid-puzzle and it will be waiting
exactly where you left it.
WHEN YOU ARE STUCK
Three levels of help, and you decide how much you want. A nudge towards the shape
of the answer. The idea itself, in one sentence. Or a ghost that walks the whole
solution out in front of you, from the beginning.
THREE STARS
One star for solving it. Two for solving it without wandering. Three for a
near-perfect run with no deaths at all - which is the one worth coming back for.
Your progress is saved on your device. Sign in with Google or an email address if
you want it to follow you to another phone. You never have to.
================================================================================
NOTES
================================================================================
Wording that is deliberate, in case it gets edited:
"solved by the game's own solver before it ever reached you" - true, and it is
what `npm run validate` proves for all 200. It does NOT claim a level can never
be made unwinnable mid-run; a crate dropped in the wrong place can strand you,
and restart is the way out. Do not upgrade this to "impossible to get stuck".
"Nothing in the castle moves until you do" - true: hazards are a pure function of
the step counter, which is the whole reason the game exists.
The energy meter and the rewarded videos are not described here. They are
disclosed by the Data safety form and the "Contains ads" badge. Add a line if you
would rather say it in your own words - being straightforward about it tends to
cost less in reviews than leaving people to discover it.
What’s new
Version 1.0.0 · Updated October 10, 2026
Initial release version
Play today's Queens puzzle
One queen in every row, column and color. A free daily puzzle from Fiplay, same board for everyone. It plays right here, no download.
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