Linelight is a puzzle game about lines, and it is one of the cleanest pieces of design to come out of the 2017 indie wave. My Dog Zorro built it. Plug In Digital and My Dog Zorro published it. It landed on PlayStation 4, Linux, Android, PC, iOS, Mac, Nintendo Switch and Oculus Quest, a wider spread than most small puzzlers ever see. The critical aggregate sits at 9.0 out of 10 across five outlets.
Trailer, via My Dog Zorro.
A world made of lines
The premise is in the title and the game never pretends otherwise. Linelight takes place in a world of lines — no textures to speak of, no characters with faces, no dialogue. You move a point of light along a track. The track bends. Other lines get in the way. That is the whole vocabulary, and it turns out to be enough for hours of play.
This is a side-view game. It is also built for virtual reality, which matters more than it sounds. A puzzle game that reads clearly in two dimensions has to survive being stood inside, and Linelight’s stripped-back look is exactly the kind of thing that holds up when the camera moves.
Platform, puzzle, strategy, adventure
The genre tags stacked on Linelight are longer than most games earn: platform, puzzle, strategy, adventure, indie. The action and open-world labels are looser fits. What the game actually asks of you is patience and reading. You look at a screen of lines, you work out the order of operations, you move.
It is single player throughout. There is no score chase, no leaderboard pressure, no second player to blame. That focus is the point. Linelight never splits your attention between the puzzle and a system wrapped around the puzzle.
The platforms it shipped on:
- PlayStation 4
- Linux
- Android
- PC (Microsoft Windows)
- iOS
- Mac
- Nintendo Switch
- Oculus Quest
Eight platforms for a game this small is unusual, and it says something about how portable the design is. Nothing here depends on a powerful machine. Nothing here depends on a controller with twenty buttons.
Why the simplicity holds
Most puzzle games fail in one of two directions. They either run out of ideas halfway through and start repeating a mechanic with a fresh coat of paint, or they keep piling systems on top until the original pleasure is buried. Linelight does neither, and that restraint is the hardest thing to pull off in this genre.
The line is the mechanic. Movement along the line is the mechanic. Blocking lines are the obstacle. Because the rules never change, the game can keep escalating difficulty without ever needing to teach you a new verb. You get better at Linelight by understanding it more deeply, not by unlocking anything.
That is also why the game looks the way it does. A world of lines has nowhere to hide a bad puzzle. There is no art budget to distract from a level that does not work, no music cue to paper over a solution that is obvious or unfair. Every screen has to justify itself on structure alone. Linelight’s screens do.
The virtual reality mode is worth a note of its own. Puzzle games often translate badly to VR because the player’s hands and head become part of the problem — you fight the interface instead of the puzzle. Linelight’s side view and flat geometry sidestep most of that. Standing inside a world of lines is a genuine change in how the game reads, not a gimmick bolted on for a store page.
Where it sits against its peers
The 2017 indie field was crowded, and puzzle games were the most crowded corner of it. Linelight arrived with a design so tight that five outlets averaged it to 9.0.
What makes Linelight worth your time now is the same thing that made it worth your time then. It sets a rule, then finds out how much that rule can do. That is a narrow brief, and the game commits to it fully.
The one honest complaint is that the game’s reach outstrips its depth in places. Adventure is a generous tag for something this abstract, and open world is simply wrong. If you come to Linelight wanting a story, you will not find one. If you come wanting a world to explore in the literal sense, you will find a series of rooms instead.
But that is a complaint about labels, not about the game. The labels are the publisher’s, not the design’s.
Linelight is the kind of release that gets called elegant and then gets forgotten, which is a shame, because elegance is much harder to build than spectacle. My Dog Zorro made a puzzle game with no fat on it, shipped it to eight platforms, and let the design speak. Nine years on, the design still speaks clearly.
If you have a spare evening and any of the eight platforms listed above, Linelight is worth it.
Get the Notebook.
The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.





