Every room is a puzzle in electricity and color.

A dark house, a box of lamps, and not enough outlets. Light every room, find what the walls have been hiding, and mind the breaker.

Please refer to the owner's manual for more information.

 Features

- Seven rooms, each with its own puzzle logic, palette and era

- Real lighting: a per-pixel relight pass, colored pools that genuinely mix on the wall, cast shadows, and dust that only shows where light falls

- 65 secrets hidden in the walls, the paint and the plaster — plus easter eggs 

- A 59-page owner's manual with wiring diagrams, an appliance register and a worldwide plug annex

- Rope-simulated cords that tangle, sag and refuse to be dragged when they are heavy gauge

 Controls

| Mouse | everything — drag plugs, carry lamps, open drawers, flip switches |

| M | open / close the manual |

| Esc | close whatever is open |

| ← → | turn manual pages |

| R | reset the room's furniture (your discoveries are kept) |

The menu button is the top-right corner of the screen.

Accessibility

The core mechanic is telling colored light apart, so there is a BULB MARKS option in the menu: it stamps a letter on every lit lamp — **W** warm, **C** cold, **R** red, **G** green, **B** blue,**UV** ultraviolet, **N** neon — so no puzzle depends on hue alone. It is off by default and it persists.

Also in the menu: four-step volume, CRT filter on/off, in-game hand cursor or your system cursor, full screen, and a per-room HINT that nudges without solving.

Progress saves automatically to your browser.

Everything you see is drawn by code. No sprite sheets, no image files, no audio files — every pixel is painted at runtime and every sound is synthesized. The whole game is one HTML file.

Credits

- Design & direction — Grant Haffner

- Code & pixels — Claude

- Made for the game jam theme **CHARGE**

- A Haffnervision Production

Development log

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