Orbit strategy: how to line up the rings and light every bulb
Orbit never asks you to guess. The light shows exactly how far it has reached, and every board is built as a working pattern before it is scrambled, so there is always a way through. Solving one is about reading the rings and turning them in the right order. Here is how to think about it.
Watch the half-spokes, not the arcs
The arcs are the easy part. They belong to their ring and travel with it, so an arc that is joined to its neighbour stays joined however far you spin. What actually carries light between one ring and the next is a pair of half-spokes: a little stub reaching outward from the inner ring, and another reaching inward from the outer one. Light crosses only where those two meet and form one continuous line. Train your eye on the gaps between the rings rather than the pretty curves, and the puzzle gets much simpler to read.
Close is not close enough
A join carries light only when the ring is properly in true. Nudge a ring a fraction off and the whole branch beyond it goes dark, even though it still looks nearly right. This is deliberate and it is useful: if a ring looks slightly out of line, it really is out of line, and the light going out is telling you so. Never assume a connection that is not glowing.
Work outward from the hub
Light only ever comes from one place: the hub at the centre. Everything further out depends on the rings closer in, so fix the innermost ring first and let the glow creep outward one ring at a time. If the inner ring is wrong, nothing beyond it can light no matter how neatly the outer rings are arranged. Find the outermost piece that is still glowing, then work on the join just past it. Fiddling with a distant ring before the light has a route to it is wasted effort.
Use the rim as a second anchor
The hub and the bulbs never move, so you have fixed points at both ends. The outermost ring has to line its outward spokes up with the bulbs, and that is a real constraint you can solve directly, without waiting for the light to arrive. On a tangled board it often pays to set the outer ring against the bulbs first, then work outward from the hub to meet it in the middle.
Geared rings: solve the pair, not the ring
From the third level, some rings are joined by a dashed teal circle. Those two are geared together: turn one and its partner turns the opposite way. That breaks the comfortable habit of settling each ring in turn, because fixing one knocks the other out of true. Stop thinking of them as two rings and treat them as one control with a single correct position. Sweep the pair through its positions and look for the one place where both members line up at once, rather than stopping at whichever looks better on its own. There is always such a position.
When a branch stays dark
If part of the board refuses to light, trace back from the dark bulb toward the hub and find the last piece that is still glowing. The break is at the very next join. Nine times out of ten one ring is a single step out of place, and the branch was never going to light until that one gap closed. Orbit rarely needs a clever leap. It needs you to follow the light back to the exact spot where the chain breaks.
Turning fewer times
Every sector you move counts as a turn, and your score keeps more of its par bonus the closer you finish to the minimum. Two habits do most of the work. First, drag rather than tap: a tap only nudges clockwise, so a ring that needs to come back one step costs you a long way round, while a drag goes either direction and lands in one gesture. Second, look before you turn. Work out where a ring needs to sit, then move it there once, instead of stepping it round and watching what happens. Undo is free and does not lose you the board, but it does count as a turn, so it is cheaper to think first.
Quick checklist
- Light comes only from the hub. Gold means live, grey means dark.
- Watch the half-spokes in the gaps between rings, not the arcs.
- A ring that looks slightly off really is off. Nothing glows until it is exactly in true.
- Fix the innermost ring first, then work outward one ring at a time.
- The bulbs never move, so the outer ring can be solved against them directly.
- Treat a dashed teal pair as one control and find the position that suits both.
- If a bulb stays dark, follow the glow back and look at the very next join.
- Drag instead of tapping, and decide before you turn, to finish nearer par.
Line up the rings and light the whole mandala.
Play Orbit →More puzzles: Bloom · Fold · Untangle · all Zamborin games · all guides