Tracewords is a word-search puzzle dressed as a page torn from a vintage puzzle book. Every round builds an 8x8 grid — 64 letters on a speckled paper background — and hides a handful of five-letter words inside it, running in any of eight directions: left to right, right to left, top to bottom, bottom to top, and all four diagonals. The words you are hunting are printed in the list beside the grid, so nothing about the puzzle is a guess. The whole game is the search.
To claim a word, press on one end of it and drag to the other. A dark trace line follows your pointer and the cells your trace would read tint pale gold, so you can see the letters you are about to submit before you commit to them. Release on the final letter and, if those letters spell a word from the list, the cells flash yellow, a high chime plays, a translucent gold band locks over the word on the grid, its letters turn bold, and its entry in the side list strikes through. Miss and you get a low blip and nothing else — there is no penalty for a wrong trace beyond the seconds it costs you.
Direction does not matter. Your trace is checked forwards and backwards against the same word list, so a word running right to left can be dragged from either end and either drag will lock it. Where you release does matter. The game reads a trace by taking the direction of your drag and stepping in a straight line from the anchor cell, for as many cells as the longer of the row or column distance you covered, plus one. Release one row off the true line and it reads a diagonal instead of the row you meant, and the trace fails even though your eye had the word. Overshoot and walk the pointer back onto the last letter before letting go — the gold highlight tells you when you are on it.
Find every word on the list and the whole board flashes gold before the results card appears with your time and your accuracy.
Tracewords also takes words straight from the keyboard, which is quicker once you have spotted a word and would rather not aim a drag at it. While a puzzle is open, type the letters — they collect in a buffer — and press Enter to submit. Backspace deletes the last letter and Escape clears the buffer outright. The buffer is deliberately invisible: nothing on screen shows what you have typed so far, which is exactly why Escape is worth remembering when you lose your place mid-word.
Submissions shorter than three characters are ignored and cost you nothing. Anything longer counts as an attempt whether it lands or not, and a typed word has to match one of the words still unfound in this grid exactly. There is no dictionary behind the game — only the list it hid — so a perfectly good English word that this puzzle did not place is simply wrong.
The bank Tracewords draws from holds 156 distinct words, and every single one of them is exactly five letters long. That is the most useful fact about the game: you are never hunting a four-letter word or a seven-letter word, and any straight run of five letters is a candidate. The bank is deliberately plain — TRACE, STORM, BREAD, GLOBE, CRANE, DRIFT — common words with no proper nouns and nothing obscure.
Each round shuffles that bank, takes the first ten to twelve words off the top, and tries to fit each one onto the grid, giving up on a word after sixty failed placement attempts. A crowded grid rejects some of them, so the list you actually play is usually shorter than the request: across four hundred consecutive daily puzzles the word list ran between seven and eleven entries and landed on nine more often than any other number. Whatever survives placement is what appears in the side list, and you only ever have to find the words printed there.
Once the words are down, every remaining cell takes a random letter from A to Z. That leaves roughly twenty pure-noise cells in a 64-cell grid; the other forty-odd carry word letters, many of them shared where two words cross. The board is denser with real words than it looks.
Daily builds its grid from the UTC calendar date, so every player in the world opens the same 64 letters and the same word list on the same day, and the puzzle rolls over at UTC midnight rather than at your local one. Your first completion posts your time to the daily leaderboard; the game records that you have finished today's puzzle, and replaying it afterwards will not resubmit. A badge on the menu shows the current date above the two mode buttons.
Classic seeds a fresh random grid every time and posts every finish to its own leaderboard, kept separate from the daily one. It also keeps count. A tally of the classic puzzles you have completed persists between visits, and every fifth completion raises the difficulty level by one, up to level five. Each level asks the generator for one more word than the last — ten at level one, fourteen at level five — and a badge in the header shows the level once you are past the first. Because crowded grids reject placements, the practical effect by the top level is roughly one extra word rather than four: the boards get busier, not radically harder. After a classic round the results card offers Next Puzzle, which deals a new grid immediately, alongside Play Again, which returns you to the menu to switch modes.
Tracewords scores on time alone. The clock starts the moment the grid appears, the header shows it as minutes and seconds, and the leaderboard ranks the lowest times first. There is no points system, no bonus for finding words in a particular order, and no penalty for a wrong trace beyond the time it costs.
The results card also reports accuracy: the number of words you found divided by the number of attempts you made, rounded to a percentage. Every release inside the grid counts as an attempt whether it hits or misses, and so does every Enter on a typed guess of three characters or more; a release that lands outside the grid is discarded and does not count. Accuracy is shown for your own interest — the leaderboard ranks on time only. A speaker button in the header mutes the two tones, the high chime for a find and the low blip for a miss, and remembers that setting the next time you play.