Crossgrid is a daily word-ladder puzzle. You are given a starting word and a target word, both four letters, and your job is to climb from one to the other by changing a single letter at a time. Every rung you step on has to be a real word — you cannot pass through nonsense to get where you are going, and that constraint is the entire puzzle.
Type a four-letter word and press Enter. If it is a real word and differs from the rung above it by exactly one letter, it locks in and the changed letter is highlighted so you can see the path taking shape. If it fails either test the row shakes and tells you which rule you broke: the word is not in the list, or you changed more than one letter, or you have already used that word on this climb. Repeats are blocked deliberately — a ladder that loops back on itself is not progress.
The target sits pinned at the bottom of the board the whole time, so you always know what you are climbing toward. Each puzzle carries a par — the length of the ladder's canonical route. Reaching the target in fewer moves than par scores higher; taking longer still counts as a solve, just for fewer points. You have eight rungs before the ladder stalls out.
Every player gets the same ladder on a given date, rotating at midnight UTC. Completing it converts your move count, elapsed time, current streak and any hints you took into a score and submits it to the daily leaderboard. Consecutive daily solves build a streak stored in your browser; missing a day or stalling out resets it.
Vibe Arcade already has several daily word puzzles, and Crossgrid deliberately avoids what each of them does. Mini Cross gives you clues and asks you to retrieve answers. Vibe Words hides a word and asks you to deduce it from positional feedback. Honeycomb asks you to find as many words as possible from a fixed letter set. Crossgrid asks none of those things: it hands you both ends of the problem up front and makes the route between them the puzzle. Nothing is hidden — the difficulty is entirely pathfinding.
That makes it closer to a logic puzzle wearing word-game clothes. Vocabulary barely helps; what helps is recognising which letter positions are flexible and which word families connect to which. It is the same relationship Hyper Bricks has to Super Brick Breaker — a shared category and a genuinely different game underneath.
The presentation follows the mechanic. The board is a literal ladder that grows downward as you climb, the target is pinned at the bottom so the goal never scrolls away, and the single changed letter on each rung lights up so the path reads as a visible chain rather than a list of words. Feedback never depends on colour alone: changed letters differ in weight and glow, and every rejection states its reason in text.