What is Vambrix
Vambrix is a pushing puzzle: you walk a runner around a sealed sector and shove cores onto pads until every core sits on one. You can push and you can never pull, which is the whole difficulty — a core shoved into a corner is a core that stays there, and a sector you have broken has to be reset rather than repaired. There is an undo, and you will use it, but the score counts how many times you reached for it.
Two things stop it from being an ordinary pushing puzzle. Ice does not let a core stop where you wanted: once it starts sliding it keeps going until it leaves the ice or hits something, so pushing onto ice is a commitment and not a nudge. Riftgates come in pairs, and a core pushed into one comes out of the other still travelling in the direction it was going — which means the useful question is not where the core is but which way it was heading when it arrived.
How to play
- Arrow keys or WASD walk the runner; walking into a core pushes it. Z undoes one move and R resets the sector. On a phone the four arrows sit at the bottom right of the screen. H toggles the trace that shows where you have already walked, which is more useful than it sounds when a sector starts to look the same everywhere.
- A core stops when it hits a wall or another core. On ice it does not stop — it slides in the direction it was pushed until the ice ends or something blocks it. Ice under the runner does nothing; it is only the core that slides.
- Riftgates are the paired symbols. Push a core into one and it appears at its twin, still moving the same way, and carries on: if the cell beyond the twin is free the core lands there, otherwise it stops on the twin itself. The runner passes through them too, on foot.
- Every sector starts you at ten thousand points. Moves above par cost forty-five each, pushes above par cost ninety, slow time costs eight a second past roughly twice the move par, and every reset costs a hundred and eighty. Three stars means finishing within about ten per cent of the move par.
Strategies that work
- Count the pads before you touch anything. Every sector has exactly as many cores as pads, so the question is never which core to sacrifice — it is which core belongs to which pad, and that is usually decided by which pads can be approached from a side where you can stand.
- Push into ice last, not first. A core on ice is out of your control until it stops, so work out where it will end up before you commit; in FROSTBITE the two cores cross the same ice band and the order you send them decides whether the second one has anywhere left to stop.
- With riftgates, think in directions rather than positions. The core leaves the twin still moving the way it entered, so the same gate sends a core to two completely different places depending on whether you pushed it from the left or from below. RIFTWAY is four moves long once you see this and unsolvable while you do not.
- Undo is cheaper than reset by a wide margin: undo costs nothing at all and reset costs a hundred and eighty points. If you have pushed a core one square too far and the square behind it is walkable, undo out of it. Reset only when the sector is genuinely dead.
- Par is the real minimum, not a guess — every sector was solved by search and the par is the shortest solution that exists. That means three stars is always reachable and a sector that feels like it needs one more move than par means you have missed a shorter route, usually one where the runner takes a longer walk to push from a better side.
A little history
Pushing boxes onto marks in a warehouse is one of the oldest computer puzzles there is, and it has survived because it is honest: no timer, no dexterity, no hidden information, and a state you can ruin permanently in one careless move. Its difficulty comes entirely from asymmetry — you can push and never pull — which turns a simple grid into a space where most of the reachable positions are dead ends. Vambrix keeps that skeleton and adds two things that change what you have to look at. Ice removes your control of where a core stops, so a push becomes a commitment to a trajectory rather than to a square. Riftgates make the direction of travel matter as much as the position, because the same gate leads to two different outcomes depending on how the core arrived. Neither addition breaks the honesty of the original: everything is on screen, nothing is timed, and the eight sectors were each solved by exhaustive search before being shipped, so no arrangement of cores you can reach is a lie.
Frequently asked questions
Can I get stuck in a position that cannot be finished?
Yes, and that is the point of the genre — push a core into a corner and it stays there. What cannot happen is a sector that is impossible from the start: all eight were solved by an exhaustive search over every reachable arrangement of runner and cores, using the game's own rules for ice and riftgates. When you are stuck, the way back is Z, and if the sector is genuinely dead, R.
What is the daily challenge?
One sector, the same for everyone on Earth, chosen from the date in UTC. It turns over at the same instant everywhere and does not read your computer's clock. In daily mode you play that sector and only that one — there is no Next Sector button, because a leaderboard that mixed a three-move tutorial with a forty-five-move finale would not be comparing anything. Outside the daily you start at sector one and unlock your way through.
Is par actually reachable?
Yes. Every par in the game is the true minimum, found by a breadth-first search over the whole state space rather than by estimate — FIRST STEP is three moves and three pushes, THE VAULT is forty-five moves and twenty-three pushes. Two sectors shipped with pars below their real minimum, which meant a perfect solve was still losing points; those are corrected.


