DRAG TO DRAW PATHS
CIRCUIT COMPLETE
All pathways routed
Conduit is a free online flow puzzle — also known as a numberlink or pipe-connect puzzle, played free in your browser with no download. Each level presents a dark grid with pairs of colored endpoint dots — your task is to draw a continuous path connecting each dot to its matching partner of the same color. Drag from any endpoint and trace a route through the grid cells. Complete the level by connecting all pairs.
On the easiest 5×5 grids (levels 1–7) you'll work with two to five color pairs and plenty of routing space. As you advance to 7×7 (levels 8–13) and the 9×9 grids (levels 14–20) the path interactions grow complex and require careful planning.
If you've played Flow Free or similar connect-the-dots puzzles, Conduit's mechanic will feel instantly familiar. Conduit dresses the flow-puzzle formula in a dark cyber-circuit aesthetic. The board is a near-black grid laid over a faintly blue background, and every endpoint is rendered as a small glowing chip-node rather than a flat coloured dot. When you start drawing a path, the active trace pulses with a brighter glow; once a pair is locked in, the completed trace shifts to a slower, steady pulse so finished circuits read differently from work-in-progress lines. The palette is fixed at six neon channels — green, blue, red, yellow, magenta and orange — and no level uses more than one pair per colour, so the routing intent is always visually unambiguous. The visual language draws from synthwave grids and printed-circuit-board macro photography rather than the bright candy colours common to flow puzzles. If you enjoy that neon-on-black look you can find similar treatments across other titles on Vibe Arcade, including Neon Sweeper and the wider arcade catalogue.
The twenty hand-authored levels are organised into three tiers, each tuned to a different stage of player skill. Tier one runs from levels 1 through 7 on 5×5 grids with two to five colour pairs — these introduce the drag mechanic, the erase-on-crossing rule and the requirement that every cell be filled, without ever asking the player to solve more than one tight corner at a time. Tier two covers levels 8 through 13 on 7×7 grids with three to six pairs, and the routing space tightens noticeably; you can no longer reach every endpoint along the grid edge. Tier three is levels 14 through 20 on 9×9 grids with four to six pairs, including longer parallel runs and interior pairs that force you to plan around the border routes. A small badge in the HUD labels each level EASY, MEDIUM or HARD so you know what you are stepping into. Every level was constructed from explicit non-overlapping solution traces, which means a valid routing is always available — getting stuck is a planning problem, not a level-design problem.
Tapping the DAILY button seeds the puzzle from the current UTC date, so every player sees the same circuit on the same day. Daily scores submit to a shared leaderboard, which makes the mode useful for a quick comparative play even if you have already worked through the campaign. Outside of daily mode, your progress is preserved across visits: the highest level you have cleared is written to your browser's local storage, and a separate bitmask records exactly which levels you have solved. The small row of coloured dots beneath the action buttons reflects that bitmask — solved levels glow in their pair colour, the current level is outlined, and untouched levels stay dim. The leaderboard widget submits your total cleared-level count whenever you finish a new puzzle, and the personal best in the HUD is the same number you see on the rankings page. Quitting mid-puzzle is safe; nothing is lost, and you can resume at the same level on your next visit.
A short tick plays on every cell you enter while drawing, and a three-note lock-in chime fires the moment a pair connects to its matching endpoint. Clearing a whole level triggers a four-note celebration chord and a particle burst that radiates outward from each endpoint chip — the win overlay waits for that burst to play out before covering the canvas, so the moment lands before the next-level prompt appears. Audio uses the Web Audio API and initialises lazily on the first user gesture, which keeps mobile autoplay policies happy and avoids a silent canvas on first load. The SFX ON / SFX OFF toggle in the action row mutes the lot without disturbing playback elsewhere on the site. The render loop pauses when the tab is backgrounded, so leaving Conduit open in a background tab does not drain a laptop battery, and any pending win-overlay timer is cancelled if you switch tabs mid-celebration. If you enjoy puzzles with this kind of quiet feedback work, the same care shows up in Hanjie and Cosmic Sudoku.