Hand-wiring switches to doors, then testing every press order to make sure the room isn't broken?
Generate the puzzles instead — solved, counted, and rated, board after board.
Simple States is a logic-puzzle toolkit with four modes in one workflow. It builds switch-and-state boards, solves each one EXACTLY — how many solutions, the shortest, every switch's role — and hands them to you as ready-to-use assets. You bring the scene, input, and art — it handles the logic.
FOUR WAYS TO PLAY
- CLASSIC — every switch toggles a set of states. Find the right COMBINATION; order never matters. The deduction lives in the states that several switches share.
- ORDERED — switches unlock in a chain: find the ORDER. Decoy switches hide the path, and traps punish wrong guesses.
- LIGHTS OUT — the timeless grid puzzle: every cell is a light AND a button, one press flips it and its neighbours. Light the whole grid — or don't (see below).
- TRILIGHT — the three-state twist: cells cycle off, dim, bright, and a press bumps a cell AND its neighbours one step. Bright wraps to off, so some cells need TWO presses. Same exact math, a genuinely different head-space.
PATTERN GOALS — PAINT THE TARGET
The grid modes' target is yours to author.
- ALL LIT — the classic goal. ALL DARK — blackout: turn everything off.
- PATTERN — click-paint the goal shape in the editor: a heart, an arrow, a letter, your logo. The player must light exactly those cells.
- Any pattern is solvable BY CONSTRUCTION — the board is scrambled backwards from the target itself, so the guarantee never weakens.
- The demo marks target cells right on the board and adapts its objective and counters.
TRAPS — WRONG TRIES THAT COST WORK
The ordered mode's signature trick.
- Trap switches turn a state back OFF when pressed — a wrong guess undoes real progress.
- Every trapped board is proven recoverable: an exhaustive check guarantees the goal stays reachable from every state the player can reach. Wrong presses cost work — never the win.
- Dial them per board: off, allowed, or required.
SOLVED EXACTLY — NOT SAMPLED
The part most generators skip.
- Exhaustive solving up to 16 switches; GF(2) linear algebra beyond — a 56-cell Lights Out grid analyzes instantly. Trilight gets the same treatment over mod-3.
- EXACT solution counts. Ship "one right answer" levels and know it.
- Every switch classified: required, optional, or pure decoy.
- Difficulty rated 1–5 stars from a calibrated challenge score.
- PAR ON EVERY BOARD — the proven minimum press count ships in the data. The demo scores every solve against it, golf-style, and its auto-solver always lands exactly on par.
X-RAY EVERY BOARD
- Readable rules ("Switch 1 turns on State 2 and State 4"), the best solution, and a press-by-press preview of every state.
- All solutions, rule diagnostics (overlaps, dominant switches, duplicates), warnings, design notes, and an honest generation report — if constraints couldn't be met, it says so instead of shipping a degraded board quietly.
- Grid boards get a board view: lit cells and solution presses for Lights Out, value digits with press-count badges for Trilight, plus a target preview for pattern goals.
GENERATE YOUR WAY
- One no-code window drives all four modes: presets, auto-tune, batch generation, goal painting, and guardrail warnings that catch impossible setting combos before you click.
- Save single puzzles or full packs as assets; Verify and Re-roll saved boards straight from the inspector, undoably.
- Reproduce any board from a short seed — share the seed, not the data.
- Or generate at runtime from code — endless and daily modes in a few lines.
PLAY IT RIGHT AWAY
- A complete, ready-to-play demo: landing menu with all four modes, curated packs or endless random boards, a HUD with live counters, presses-vs-par and difficulty, a step-by-step auto-solver, and synthesized sound (no audio files).
- Renders in Built-in, URP, and HDRP with no material conversion.
- Trilight cells physically rise a step per state, so off / dim / bright reads by height as well as tint.
- Skin it by dragging prefabs onto two slots — or read it as clean example code: the game logic carries zero UI code.
DROP IT INTO YOUR GAME
- The core has no dependencies. A classic board is three lines of state: XOR the switch's mask, compare to the goal.
- A ready-made referee (load / press / reset / auto-solve + events) if you want it; raw bitmask data if you don't.
- Built for escape-room switch rooms, dungeon door-and-lever puzzles, hacking minigames, or a pure puzzle app.
INCLUDES
- A ready-to-play demo scene (all four modes, Canvas menu + HUD)
- One Generate window for all modes, with presets, goal painting, and a full analysis pane
- Verify / Re-roll inspectors for saved puzzles and packs
- Full HTML documentation (multi-page and single-page), README, CHANGELOG
- One-click demo builders