← SUB60

How it works

One run a day. Five stations, back to back, fixed order. Your time is the only thing that matters. Nothing here changes from day to day except the puzzles themselves.

The five stations

  1. 1 / 5

    OVERRIDE

    Ignore what you read.

    A grid of colour words appears, each printed in a colour that doesn't match what it says. Four target colours are shown below the grid. Tap the cell whose ink matches each target, in the order given. Read the ink, not the word.

  2. 2 / 5

    TRACKING

    1, A, 2, B, and so on.

    Sixteen points are scattered across the screen, numbered 1 through 8 and lettered A through H. Tap them in that exact sequence: 1, A, 2, B, 3, C, 4, D, 5, E, 6, F, 7, G, 8, H.

  3. 3 / 5

    NUMBERS

    Tap smallest to largest.

    Four expressions appear, each worth a different value. Work out which is smallest and which is largest, then tap them in that order. A wrong tap locks the board for a moment. The puzzle doesn't reset, so you can just try again.

  4. 4 / 5

    RECALL

    Repeat the order.

    Cells light up one at a time in a 4×4 grid, so watch closely. Once they stop, tap the same cells back in the exact order they lit, not just the ones that lit. A wrong tap pauses input briefly; the sequence still has to be completed in order.

  5. 5 / 5

    SOLVING

    Reach the target.

    You're given four numbers and a target. Combine the numbers with +, −, ×, ÷, using each number at most once, to reach the target exactly. There's always more than one way to get there, and you can undo a step if you change your mind.

The carry (doesn’t count)

Right before Station 1, four symbols flash briefly. Try to remember them. After Station 5, all eight possible symbols appear. Tap the four you saw, in the order you saw them.

It’s untimed and unscored. It never changes your time, your tier, or your result. It’s just for you.

Reading your results

The big number at the top is your finish time. Every station plus the short pauses between them, added together. That’s the one number that matters: what gets shared, and what you’re racing tomorrow.

The results screen after a finished run: finish time, a five-block tier strip, per-station splits, the carry mark, and the fastest station.

Under the finish time is a strip of five blocks, one per station, in the order you played them. Each one is coloured and marked by how that station went:

  • ◆Eliteyour fastest band on that station
  • ■Strongwell ahead of average
  • ▲Fairsolved, unhurried
  • ◇Chokedsolved, but slow
  • ⏰Cappedthe 30s limit ran out before you finished

A tier is scored on that station alone: how long it actually took, from when it appeared to when you cleared it, including the moment you spent reading it before your first tap. On a station like NUMBERS, most of the real work happens before you tap anything, so that time counts too, not just how fast your fingers moved once you started.

Below the strip, two rows of numbers and icons line up with it: your exact time on each station, and which station is which. Below that: whether you held the carry (✅ / ❌), and your single fastest station of the run.

The tiers are about that one station; your finish time is about the whole run, and it’s the number that carries over: what you compare against tomorrow, and what you’d share. Cross 60 seconds and you join the club the whole thing is named for.

START