Guide one physically simulated marble across 48 seeded workshop mazes. The magnet applies finite-range acceleration rather than dragging or teleporting the marble; momentum survives cursor movement, so moving behind the marble brakes it. Wide first mazes have generous rail buffers. Staggered turns start at maze 4, timed shutters at 9, low-friction blue tiles at 17, four-gate routes at 25, and obstacle pins at 33, with tighter late openings. Cross numbered gate checkpoints in order, then settle slowly in the HOME socket. Earn up to three stars for speed and clean control, save unlocks and best scores, replay unlocked mazes, or play the UTC date-seeded Daily. Friends compares identical seeded SOLO mazes with progress, speed and contact scores; players do not share a physical marble. Pip is the shared Kit scoreboard character, not a physically simulated opponent. The field is a friendly radial spring approximation, not a real electromagnetism model. Skilled early runs can take about eight seconds; later and imperfect runs generally take 20–85 seconds.
Yes. All 48 default seeded mazes and five additional seed variants per maze were won with legal finite-range magnet controls: 288 tested runs. Daily uses the UTC date to select an identical maze and seed for everyone. A streak is awarded only for an achieved Daily win, at most once for that date.
No: Friends is a single-run comparison of separate, identical seeded solo mazes. Three actual Kit host/join browser players plus Pip were tested against the local database emulator. Desktop headless Chrome exercised real mouse, CDP touch and keyboard input at 360×640, 390×844 and 430×932; this is phone emulation, not physical-phone GPU testing.