Three Steps Behind Play

The Guide

Everything a light learns on the way down. Read it all, or dive straight to the depth you need.

“The world drowned. Only you still burn. Something walks behind you, wearing your steps. Don't let your past catch up with you. Gather the seals, and the light will come back.”The guardians

You are a small light in a drowned station, deep under thinking water. Every step you take, your shadow takes a few steps later, on exactly the same squares. The guardians who built these gates tell you to run. They speak kindly, and patiently, and they are almost always using true words.

Almost.

How to move

Tap beside the light

One step that way. Hold to keep walking; a ring fills before each step.

The shadow follows

It walks your own path, a few steps behind. The dots under the board show how many.

Never touch it

Step onto your shadow, or swap places with it, and the attempt ends.

Never stand still

Every turn you must move. With no square left to go to, the attempt ends.

You can turn back, but only if your shadow is far enough behind you. The closer it walks, the less room you have to change your mind. On a keyboard, the arrow keys work too.

A board in play
Seven steps in: the light, two fading steps, and the shadow three behind. “best 28” is the shortest way.
The home screen
Home: Continue takes you to the next place. The flames are your lights.

The rules of the deep

Each chapter brings one new rule. The board shows all of them in the same quiet colours.

The gate

The green gate is the way out. Reach it and the place is done.

Keys

Pick one up by walking over it. Keys come in up to three colours.

Levers

Levers are lazy: without a key of their colour they won't budge. With it, every step onto the lever throws it.

Gates A and B

One lever, two kinds of gate: A stands open while the lever is off, B while it is on. Throwing it opens one way and shuts the other, for you and for your shadow.

Portals

Step in here, step out at its twin. Your shadow takes the same current a few steps later.

Fragile bridges

Every bridge holds you only once. Cross it, and the way back is gone.

Shadow plates and doors

A violet door stays open only while your shadow stands on a plate. For once, your past can help you.

Stars

starswhen
★★★only for the shortest way (the game knows it and shows it as “best” above the board)
★★a little longer: up to 20% more steps, plus two
★any way out

How many times you tried never counts. Only the way you finally walked.

The Journey

The Journey is the way down: a short prologue and four chapters. Every chapter has eighteen places, one new rule, and a guardian at the end.

Prologue · Shadow
I · Keys
II · Portals
III · Fragile bridges
IV · Shadow plates

Places and the guardian

Places open one by one. The nineteenth is the guardian: a harder board that keeps the chapter's emblem. Beat it and the next chapter opens.

Chapter cards

Swipe the cards to move between chapters; the places of the card in the middle show below. Tap that card again to read its opening words once more. The thin bar on each card fills with stars: green for the main places, violet once a way down into the Abyss is open, blood red when every star of the chapter is yours.

The Journey screen
Chapter I: every place walked, the guardian beaten, two ways down open. The card glows red while the Abyss waits.

The road ahead

Swipe past the last chapter and the Journey shows what is coming:

  • Chapter V · Lost lights, coming next. Some lights went astray.
  • Still dark. More chapters may wait between. The deep will tell.
  • The last chapter · The hearth. Already waiting at the very bottom. A fire waits for two.

The Abyss

Under every chapter there are three ways down: Below, Deeper and The bottom. They open with the stars of the whole chapter: 50, 53 and 57. They are optional, and they never block the way on.

A way down that is open and still dark breathes red in the Journey, until you bring back its first star. A chapter card smoulders while its Abyss waits for you.

“Down here your past is closer. And it never forgets.”

Every day

Tides

The water moves the walls. Up to five new mazes a day, each one built just for you. Choose the depth: Shallow (an easy walk), Deep (a real puzzle) or Abyss (few come back). Tides use only the rules you have already met. A tide stays yours all day; new water comes at midnight, and the screen counts down to it.

No tide comes back for a whole year.

Lantern Path

Three lanterns are lit each day: the near, the far and the last. Everyone in the world walks to the same three lights that day, so you can compare your way with friends. Light at least one each day to keep your streak. New lanterns come at midnight.

The near and the far lantern are new every day. The last lantern comes back only after a year.

opens
Tidesafter the prologue
Other lightsafter chapter I
Lantern Pathafter chapter II
The Builderafter chapter III
Tides
Tides: pick a depth; the line below counts what is left today, or the time to new water.
Lantern Path
Lantern Path: today's three lanterns and your streak.

Other lights and the Builder

Other lights are mazes drawn by other players, and by the studio. Walk them, and vote for the best.

tabwhat you find there
Bestlast week's five lights with the most votes (shared Monday to Sunday)
Newshared this week, and the studio's five new boards of the week; your votes choose next week's Best
Allevery light there is
Keptboards you kept with the bookmark; they stay even if they leave the list
Mineyour own boards: loved, shared or only saved

Filter by how far you got (not walked, ★, ★★, ★★★; pick several to see what is left to play), and sort by votes either way.

Other lights
Other lights, best on top
The Builder
The Builder
The vote after a walk
One vote after every walk

The Builder

Get through chapter III and you can draw your own maze: small, medium or large, a shadow two to five steps behind, and every rule you have met. Check proves there is a way through; Play lets you try it yourself; Share gives it to the other lights. A maze that is already out there, even one of the game's own, cannot be shared again: change something to make it yours.

Something wrong with a board? Pause, then “Report this board”. Three reports hide it until the studio looks.

What you can earn

emblem, not yet
emblem: every place and the guardian
violet aura: all three ways down
blood aura: the Abyss at ★★★
crown: every place at ★★★

Your profile keeps the rest: stars of the Journey and of the Abyss, tides walked, lanterns lit, days in a row, boards walked and votes given, your own boards and how many walked them.

Lights and hints

  • Lights. You carry five. Being caught or starting again puts one out; a new one comes every half hour, or three at once after a short ad. The prologue, the guardians and the Abyss never cost a light.
  • Hint. One a day, two when you are signed in, and one more for an ad. It lights the next two to four steps, up to the next thing that matters. Never the whole way.
  • Premium. Lights and hints without end, and no ads. Premium + Builder adds the Builder.

Early access: while the game is young, everything is free.

Your light, your progress

Playing without an account

During the beta everyone comes in with an invite and an account (see The beta). What follows is how it will work after it.

You won't need an account to play. Your stars, emblems, tides and lanterns live on this device only, in this browser or this app. The game gives the device a random code and knows nothing else about you.

That also means your progress can be lost:

  • when you clear this browser's data, or play in a private window,
  • when you uninstall the app, or move to a new phone,
  • on an iPhone, Safari may forget a page you have not opened for a week (adding the game to your Home Screen helps).

Without an account, your devices don't know each other. Your phone and your computer are two different lights, and nothing carries over between them.

With an account

Open My profile and sign in with Google, Apple or your e-mail. There is no password: with your e-mail we send a six-digit code each time you sign in on a new device. Your progress, Premium and boards then follow you to every device: the browser, Android and iPhone. Nothing is lost when you sign in: the game keeps the better of both. The same e-mail is the same account, whichever way you sign in. Signed in, you get two free hints a day instead of one.

The game never stops you to ask. A guest sees one quiet line on the home screen, “Playing as a guest · Sign in”, and a word before buying Premium and after sharing a first board. Signed in, you are never asked.

Signing out saves your light to your account and leaves this device clean, safe on a shared phone. Deleting your account removes it with your progress, for good.

My profile, signed in
My profile: signed in, saved two minutes ago.

The beta

The beta is open to invited players. Nothing of the game opens before you are in:

  1. Open the game and type the invite code you were given.
  2. Sign in with Google, or with your e-mail: we send a six-digit code, valid for ten minutes. Type it, and you are in.
  3. Next time on the same device you are simply in. On a new device, sign in again (leave the invite empty: your account is already in the beta).

No code in your inbox? It comes from hello@threestepsbehind.com. Look in spam or Promotions, and add the address to your contacts. After a minute you can ask for a new code.

Then just play. Three short questions will find you along the way, a minute each, on the home screen and never in the middle of a board:

  1. First steps, after the prologue: did the shadow make sense?
  2. Getting deeper, after chapter II: the difficulty, Tides and Other lights.
  3. Building lights, once the Builder is yours: the Builder, Other lights, Lantern Path, and what would bring you back.

Every game you play already tells us where places are too hard or too easy (the moves, never you). The questions tell us what the moves can't.

Questions

Is it free?

Yes, in early access everything is free. Later, the Journey stays free to play; Premium removes ads and the limits on lights and hints.

Does it work offline?

Yes, once opened. Tides and the Journey work without a connection; Lantern Path and Other lights need one to share with others.

Can I install it?

Yes: in your browser choose “Add to Home Screen” or “Install”. Android and iPhone apps come later.

Why can't I get three stars?

Three stars need the shortest way. Look for the move that changes the maze for you and for your shadow at the same time.

What do you keep about me?

A random device code, a short record of each game (the moves, not you), how long you played each day, your votes and boards. With an account: your e-mail (to know it is you) and your progress. Your country comes from the connection; we never store your address. No location, no ad tracking. See the privacy policy.

Do I need an account?

No. You can play everything without one. An account only keeps your light safe and brings it to your other devices.