Solvizz
Oulda
A quiet logic puzzle for the hour after the world stops shouting: no timer, no fail state, and every wrong click un-clicks in a stroke. Divide paper-warm grids into regions until each one obeys the law of the room it sits in.
System Requirements
Minimum Requirements
Recommended Requirements
About This Game
Open a room. Solve it slowly.
Solvizz is a cozy region-division puzzle set inside a paper-warm mind palace. Nine brain zones wait in the dusk, each holding a grid of rooms that haven't yet decided what colour they are. To wake the palace, you divide those grids into regions — one careful click at a time — until every region obeys the law of the lobe it lives in.
There is no timer. There is no fail state. Every wrong click un-clicks in a stroke. Every violated rule tells you which one, in its own colour. This is a game for the evening after the world has stopped shouting.
How it plays
Divide, don't fill. Each puzzle is a small grid you partition into contiguous single-colour regions. Every region must satisfy the rule cards beside the board — sometimes one card, sometimes four at once.
Eight lobes, eight laws. Hippocampus frames the board in a colour that appears nowhere inside it. Cerebellum wants every region the exact same size — Parietal wants every region a different one. Occipital wants every region the same shape; Frontal wants no two alike. Temporal weighs every colour equally. Brainstem runs every colour through every row. Amygdala counts the regions exactly. Each lobe owns a signature rule no other lobe is allowed to use.
22 rules, 95 combinations. A law rarely arrives alone. The lobe's signature meets a second rule, then a third, and the same small grid starts asking a completely different question. 95 distinct rule stacks across the game, up to four cards on a single board.
Then the central door opens. Once every lobe is complete, the door at the heart of the mind palace opens onto the Corpus Callosum: 120 crossings on a rule family of their own, where a region's colour is its size. Every one of the 120 is proved to have exactly one solution, and every one can be reached by deduction alone — you are never asked to guess.
One last room. Behind the final door sits a single 14×14 grid in five colours. There is only one, and it is the only board in the palace that uses a fifth colour at all.
Rule cards teach themselves. Every rule ships with an inline ✓ Allowed and ✗ Not allowed diagram, tinted to the region you're playing. You never need a manual.
Snap and settle. Every action lands with a firm click and a soft settle. Nothing lingers, nothing rushes.
Features
921 hand-tuned puzzles — 100 in each of the eight lobes, 120 Corpus Callosum crossings, and the one board waiting behind the final door.
- 22 rules across 95 combinations — every rule taught on its own card, every puzzle machine-verified as solvable before it shipped.
32 Steam Achievements — 14 visible milestones, 18 hidden discoveries for the players who look closely.
9 languages — English, French, German, Spanish, Brazilian Portuguese, Simplified Chinese, Russian, Japanese, Korean.
Full reduced-motion support and a warm paper-toned interface designed for long sessions.
Steam Deck Playable — built from day one to fit the 1280×800 handheld screen and the desktop 1920×1080 window alike.
Cozy, offline, no account required. No live service, no ads, no manipulative loops. You own the palace.
Inspired by the flat warm-paper geometry of Is This Seat Taken?, the calm system-state cadence of Mini Metro, and the branching beauty of a real neural connectome.
Open a room. Solve it slowly. Come back when you're ready to open another.
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