Collect the pink supplies, reshape the ice, and outsmart the drifter. Think at your own pace; there is no time limit.
Best rooms: 0

Collect the pink supplies, reshape the ice, and outsmart the drifter. Think at your own pace; there is no time limit.
Best rooms: 0
Turn the gold arrow toward the block you want to edit.
Gold: you · Pink: supplies · Red: dangerArrows move. Press SPACE to break the ice ahead.
Open the frozen route, collect every berry, and stay one step ahead of the snow drifter.
A small rescue route is sealed by blue ice walls. Collect every berry, change only the barriers that matter, and keep moving before the snow drifter closes the gap.
The snow drifter moves after every eight successful grid steps. In rooms 21–30, each successful ice break or build also moves it once; blocked steps and invalid edits do not.
The 30 rooms form six chapters. Rooms 1–20 teach route planning as the drifter advances every eight successful steps. In rooms 21–25, each successful wall edit also advances it; rooms 26–30 keep that pressure and require a return to the gold starting tile after the last berry. A clear earns one star; meeting that room’s edit target and step target can earn one more each. Missing a target does not block a clear.
The maze makes wall editing a route choice with a cost: breaking ice opens a lane, while building it redirects the drifter. The eight-step pursuit rhythm is easy to read, then rooms 21–30 make every successful edit part of the timing. The final five rooms add a visible home tile, so collecting the last berry is not always the final move.
The best cleared room and best star result for each room are saved in this browser. Clearing this site’s browser data removes those records.