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

Tide Loop

A daily loop logic puzzle: rope one closed fence round the cove so every numbered cell has exactly that many roped edges.

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Tide Loop

Today's cove is on its way.

Today's cove

Time 0:00

  • Roped edge: part of the one loop
  • Pile: two rails or none
  • 3 Clue: its roped edges
  • × Marked off: no rope here

Tap an edge to cycle it; long-press or right-click cycles back. Keys: arrows move, O swaps rail, 1 rope, 2 or X mark, 0 clears, Space cycles, U undo.

Tap an edge between two piles to cycle it between open, roped and marked off.

Seal the cove to file your time.

Next tide 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 cove with its piles and numbers only, your time band, streak and the days to launch; a card for an earlier day shows that day's cove sealed. Never today's loop.

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 cove is a grid of cells between piles, and some cells carry a number. Rope one single closed loop along the grid lines so that every numbered cell has exactly that many of its four edges roped. The loop never branches, never dead-ends and never crosses itself; a cell without a number may have any count. Tap an edge to cycle it (long-press or right-click to cycle back); a number with the wrong count, a pile with three rails or a stranded rail, and a loop closed too early turn red, and the checks only ever look at the rules, never at the answer. Undo and Clear are there when a corner goes wrong. Every cove is checked when the site is built by a solver that applies the same deductions you do (the 0-forces, line continuation at every pile, the corner and 3-3 patterns, no early loop), then tries an edge both ways only when nothing follows, so each has exactly one loop; the 5×5 warm-ups fall to the rules alone, with no guessing at all.

Tip one: a 0 marks all four of its edges off, and a pile with one rail must carry it on. Start at the 0s and the corners: a 3 in a corner ropes both outer edges, a 1 in a corner marks them off, and every pile the rope reaches with only one open edge left pulls the rope straight along it. Tip two: two 3s side by side rope the shared edge and both outer parallels. Three parallel rails in a row, and the edges running off the ends of the shared rail are off; two 3s touching at a corner rope their outer corners instead. Then let the piles do the work: a pile with two rails is full, so its other edges are off, and a rail that would close the loop while a number is still unmet is off.

Everyone gets the same cove 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 ropes or marks one edge the rules force, says which rule, and marks the result as assisted. When the last rail closes the loop the fence seals the cove, the decking inside it dries, the frame glows and the tide warden signs off with your time. The archive lets you play any earlier day's cove and practice coves come from a spare pool; both are marked and never count. Tide Loop 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 Harbor Lights, the Vice Skyline and the Island Bridges.

Questions

What are the rules?

The cove is a grid of cells between piles, and some cells carry a number from 0 to 4. Rope one single closed loop along the grid lines so that every numbered cell has exactly that many of its four edges on the loop. The loop never branches, never dead-ends and never crosses itself, and cells without a number may have any number of edges on it. Every cove here has exactly one loop.

How do I rope an edge?

Tap an edge to cycle it: open, roped, marked off (an X for "no rope here"), open. A long press (or a right click) cycles the other way. On a keyboard the arrows move the cursor along the rails, O swaps between the horizontal and the vertical rail of a cell, 1 ropes, 2 or X marks off, 0 or Backspace opens the edge again, Space cycles, U undoes. Undo takes back the last change and Clear opens the whole lattice.

What do the highlights mean?

A red number has too many rails round it, or too few once every edge round it is decided; a red pile has three rails on it, or one rail with nowhere left to go; red rails have closed a loop before every number is met. The checks only ever look at the rules, never at the answer. One hint a day ropes or marks one edge the rules force, says which rule, and marks the result as assisted.

What is the warm-up?

A 5×5 cove 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 coves are what the best times are about.

Is this the game's map?

No. Tide Loop 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.

Scenic Route

Cove sealed? Now take the scenic route

A daily Masyu-style loop puzzle: 8×8 on weekdays, the 10×10 coast road at the weekend, a 6×6 warm-up. Drag to draw, live rule checks, one hint, a streak, personal bests and a spoiler-free result to share. A fan puzzle, never a real route.

Drive today's loop

Lot Lines

Tide looped? Now parcel the marina

A daily rectangle-dividing logic puzzle: 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, never a map of the game.

Survey today's map

Key Islands

Cove sealed? Now chart the Keys

A daily islands-and-channels logic puzzle: 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, never a map.

Chart today's Keys