Original illustration: a neon Vice City skyline at sunset over the water

Harbor Lights

A daily light-up logic puzzle: place lamps on the pier so every dock cell is lit and no lamp shines on another.

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Harbor Lights

Today's pier is on its way.

Today's pier

Time 0:00

  • Lamp: lights its row and column
  • Lit dock cell
  • 2 Pylon: its number is the lamps beside it
  • × Mark: no lamp here

Tap a cell to cycle it; long-press or right-click cycles back. Keys: arrows move, 1 or L lamp, 2 or X mark, 0 empties, Space cycles, U undo.

Tap an open cell to cycle it between empty, lamp and mark.

Light the pier to file your time.

Next pier at midnight UTC.

How everyone did today appears here once 20 players have finished.

0Solved

0No hint

0Streak

0Best streak

–Best 7×7

–Best 9×9

Today's card shows the pier with its pylons only, your time band, streak and the days to launch; a card for an earlier day shows that day's pier lit. Never today's lamps.

7×7 on weekdays, 9×9 at the weekend, a 5×5 warm-up, live rule checks, one hint, a streak, personal bests and a spoiler-free result to share. A fan puzzle on an imagined pier, never a map.

How to play

The pier is a grid of open dock cells and solid pylons, and some pylons carry a number. Place lamps so that every open cell is lit, no lamp shines on another, and every numbered pylon has exactly that many lamps beside it. A lamp lights its whole row and column until a pylon stops the light. Tap a cell to cycle it (long-press or right-click to cycle back); a lamp in another's glare and a pylon with the wrong count turn red, dark cells stay dark, and the checks only ever look at the rules, never at the answer. Undo and Clear are there when a corner goes wrong. Every pier is checked when the site is built by a solver that applies the same rules you do, then tries a cell both ways only when nothing follows, so each has exactly one answer; the 5×5 warm-ups fall to the rules alone, with no guessing at all.

Tip one: a 0 pylon forces marks on all four neighbours. No lamp can stand beside it, so mark every open cell around it; and a pylon with as many open neighbours as its number lights them all (a 4 in the open is four lamps, a 3 in a corner with three open sides the same). Numbers in corners and along the edge are the first to settle. Tip two: an unlit dead end forces a lamp. A dark cell boxed in by pylons and marks, or one whose row and column are already lit everywhere but here, can only be lit by a lamp on the cell itself; and once a lamp is down, every cell it reaches takes a mark, which often boxes in the next dead end.

Everyone gets the same pier on the same UTC day: 7×7 on weekdays, 9×9 at the weekend, and newcomers can switch on the 5×5 warm-up, which still counts. One hint a day places one lamp or mark the rules force, says which rule, and marks the result as assisted. When the last cell lights up the harbor wakes berth by berth, the frame glows and the harbor master signs off with your time. The archive lets you play any earlier day's pier and practice piers come from a spare pool; both are marked and never count. Harbor Lights is a fan puzzle drawn on an imagined pier: nothing here is a map, a place or an asset from GTA 6, nothing comes from a leak, and nothing is presented as official. For more deduction try the Vice Skyline, the Island Bridges and the Leonida Pixels.

Questions

What are the rules?

The pier is a grid of open dock cells and solid pylons, some pylons carrying a number from 0 to 4. Place lamps on open cells so that every open cell is lit (a lamp lights its whole row and column until a pylon stops the light), no lamp shines on another lamp, and a numbered pylon has exactly that many lamps among the four cells beside it. Every pier here has exactly one answer.

How do I place a lamp?

Tap an open cell to cycle it: empty, lamp, mark (an X for "no lamp here"), empty. A long press (or a right click) cycles the other way. On a keyboard the arrows move the cursor, 1 or L sets a lamp, 2 or X sets a mark, 0 or Backspace empties the cell, Space cycles, U undoes. Undo takes back the last change and Clear empties the pier.

What do the highlights mean?

A dark cell is one no lamp reaches yet; a red lamp sits in another lamp's glare; a red pylon has too many lamps beside it, or too few once every cell beside it is decided. The checks only ever look at the rules, never at the answer. One hint a day places one lamp or mark the rules force, says which rule, and marks the result as assisted.

What is the warm-up?

A 5×5 pier for newcomers, switched on with the Warm-up toggle (remembered on this device). Every warm-up falls to the named rules alone, with no guessing. It counts as the day's solve; the 7×7 weekday and 9×9 weekend piers are what the best times are about.

Is this the game's map?

No. Harbor Lights is a fan logic puzzle drawn on an imagined pier. Nothing here is a map, a place or an asset from the game, nothing comes from a leak, and nothing is presented as official. For what is actually known about the setting, see the map and the regions pages on this site.

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