Light Up (Akari) — The Illumination Experiment

Place light bulbs on the grid so every cell is illuminated. Bulbs shine along rows and columns until blocked by a wall. No two bulbs may see each other.

Play Light Up

5×5 grid, most walls numbered

Standard play. Timer runs. Hints available.

What is Light Up (Akari)?

Light Up is a grid-based logic puzzle created by Nikoli. You get a grid of open cells and black walls, some of which carry a number from 0 to 4. You place light bulbs in open cells. Each bulb illuminates its own cell plus every cell it can see horizontally and vertically, stopping at walls or the grid edge. The goal: light every open cell while ensuring no two bulbs can see each other. If you have played it in Simon Tatham’s puzzle collection, this is the same light up logic puzzle with a full interface around it.

The akari puzzle (あかり, Japanese for “light”) goes by both names. It pairs line-of-sight illumination with numbered wall constraints, so the reasoning feels different from number-placement or region-filling games. You are not filling in digits or shading cells. You are managing visibility across an entire grid.

Not to be confused with light-up jigsaw puzzles or 3D illuminated products. This is a logic puzzle — the “light” is a mechanic, not a physical feature.

Play the akari game online alongside Sudoku, KenKen, Nonogram, and Star Battle in the grid puzzle collection. We have 1,500 puzzles across five difficulty levels, printable puzzles for offline solving, and a rotating daily Light Up puzzle.

How Light Up works

Three rules govern every Light Up puzzle:

  1. Illumination. Each bulb lights its cell and all cells in its row and column until a wall or grid edge blocks the light. Every open cell must be lit by at least one bulb.
  2. No mutual visibility. Two bulbs cannot share a row or column unless a wall stands between them. If they can see each other, the placement is invalid.
  3. Numbered walls. A wall with a number (0–4) tells you exactly how many bulbs must sit in the orthogonally adjacent cells. Unnumbered walls impose no special constraint.

Click or tap to place bulbs. Right-click or tap again to mark cells. Light rays appear in real time as you build your solution. For the complete rules with a worked example, see the rules page.

Play modes

Classic

Timer counts up. Up to 3 hints. Undo available. The default way to play.

Timed Trial

Beat the countdown. Time limits scale with difficulty: 2 min for easy up to 30 min for einstein.

Challenge

No hints. No undo. Every placement is permanent.

Light Up tips and strategies

Technique by technique, from basic wall deductions to advanced constraint chains.

0-wall elimination

Any wall marked “0” means all four adjacent cells are guaranteed to have no bulb. Mark them immediately. This is always the first move. It often triggers cascading deductions because eliminating four cells around a zero-wall can force nearby numbered walls.

Forced numbered walls

If a numbered wall has exactly as many open neighbors as its number, all of them must have bulbs. A “2” wall with only 2 open adjacent cells forces both. A “1” wall where 3 neighbors are walls or marked forces the remaining cell. Always check walls after any nearby change.

Corner and edge walls

Walls on corners or edges have fewer than 4 neighbors. A corner wall marked “2” with only 2 open neighbors forces both cells to have bulbs. Edge walls marked “3” similarly constrain their limited neighbors. Pay attention to walls near the grid boundary.

Visibility conflict checking

Before placing a bulb, look along its entire row and column for existing bulbs with no wall between. Placing a bulb here would create a conflict. Mark such cells to track where bulbs cannot go.

Isolated dark cells

After placing some bulbs, look for unlit cells that can only be reached from one direction. If a dark cell sits in a corridor where every other potential bulb position is blocked or would conflict, the bulb must go in the one remaining spot. Use the “Dark” toggle to highlight unlit cells.

Corridor reasoning

Long unbroken rows or columns between walls act as corridors. A corridor can hold at most one bulb (otherwise they would see each other). If cells in the corridor can only be lit from within, the bulb position is forced. Corridors are the backbone of harder deductions.

Difficulty levels

Five levels scale grid size and numbered wall density. Fewer numbered walls means more deduction from visibility and corridor analysis.

LevelGridWallsTechniquesTime
Easy5×5~30%, mostly numberedDirect forced, 0-wall elimination2 min
Medium7×7~25%, 60% numberedCorner deductions, light-ray exclusion5 min
Hard10×10~20%, 40% numberedVisibility chains, region isolation10 min
Expert12×12~18%, 30% numberedCross-constraint propagation18 min
Einstein14×14~15%, 20% numberedFull propagation, no guessing30 min

Light Up resources