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Original illustration: a status dashboard over a neon skyline

Coverage

A daily classic Kuromasu logic puzzle.

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Coverage

Today's floor is on its way.

Today's floor

Time 0:00

One floor: nothing off yet

  • 3 Access point: sees 3 live tiles
  • Switched off
  • Dot: confirmed live
  • ! Red: a rule broken

Tap to switch off, again for a dot, again to clear; drag to paint. Keys: arrows move, Space or B switch off, D marks live, Backspace clears, U undo, Enter checks.

Tap a tile to switch it off.

Cover the floor to file your time.

Next shift at midnight UTC.

How everyone did today appears here once 20 players have finished.

0Played

0Covered

0Win %

0Streak

0Best streak

0No hint

Best times: none yet.

Today's card shows the floor with its access points only, your time band, streak and the days to launch; a card for an earlier day shows that day's switched-off tiles. Never today's answer.

Switch nodes off on an imagined server-room floor so that every numbered access point sees exactly its number of live tiles along its row and column. A 9×9 floor on weekdays, the harder "Peak hours" 11×11 at the weekend, a 7×7 warm-up, tap or drag to mark, live counters under every number, live rule checks, one hint, a streak, personal bests and a spoiler-free result to share. A fan puzzle about an imagined server room, never official content or real status data.

How to play

The grid is an imagined server-room floor seen from above: every tile a node, some tiles a numbered access point. Switch tiles off so that every number counts exactly the live tiles it sees along its row and column, its own tile included, each ray stopping at a switched-off tile or the edge; a numbered tile is always live, no two switched-off tiles touch, and every live tile joins one floor. Tap to switch a tile off, tap again for a dot that means live, tap again to clear, or drag to paint. Under every number a counter shows what it sees right now against its target. Two switched-off tiles that touch turn red, a number that can no longer hit its target turns red, a live area cut off from the floor is outlined red, the one-floor light says whether the floor is still in one piece, the whole floor glows when it is covered, and the checks only ever look at the rules, never at the answer. Undo and Clear all are there when a corner goes wrong. Every board is checked when the site is built by a solver that runs the same rules you use (the rays' reach, where a number can only hit its target if a tile is live or only if it is switched off; a neighbour of a switched-off tile stays live; then the floor cut, where a tile that would split the floor stays live, and the starved number, where a tile that would leave a number short is live) and then tries the rest, so each has exactly one answer; the warm-ups fall to the first two rules, and the weekday and weekend floors may need the floor cut or a starved number, but never trial and error.

1
Tip one, a number whose reach forces a tile off: a 1 already sees itself, so both its rays must stop at once: the tile to its right and the tile below it are switched off. More generally, add up the most a number could see down each ray; if a tile out of reach would push it past its target, that tile goes dark, and if the number needs every tile in a ray to hit its target, those tiles are live.
Tip two, a tile that cannot be switched off: with the top-right and bottom-left tiles already off, the middle tile is the only link between the two corners. Switch it off and the floor splits in two, which the rules never allow, so it stays live (mark it with a dot). The same move in reverse: a tile beside a switched-off tile is always live.

Everyone gets the same floor on the same UTC day: a 9×9 on weekdays, the harder Peak hours 11×11 at the weekend, and newcomers can switch on the 7×7 warm-up, which still counts. One hint a day makes one move the rules force, says which rule, and marks the result as assisted. When every number is on target with the floor in one piece, signal rings ripple out from every access point and the on-call network engineer signs off with your time; Give up shows the answer and ends the day without a shift. The archive lets you play any earlier day's floor and practice floors come from a spare pool; both are marked and never count. Coverage is a fan puzzle about an imagined server room: nothing here is a real room, a real network, a real outage or an asset from GTA 6 or any platform, it is never real status data, the floor is an abstract grid and never a plan or a map, nothing comes from a leak, and nothing is presented as official. For more deduction try the Shard Split, the Hotfix and the Failover.

Questions

What are the rules?

Classic Kuromasu (also called Kurodoko) on an imagined server-room floor. Some tiles hold a numbered access point. Switch tiles off (black) so that every number counts exactly the live tiles it sees along its row and column, its own tile included, each ray stopping at a switched-off tile or the edge. A numbered tile is always live, no two switched-off tiles touch along a side, and every live tile joins one connected floor. Every board here has exactly one answer.

How do I mark a tile?

Tap a tile to switch it off, tap again for a dot (confirmed live), tap again to clear; drag to paint the same mark across several tiles. On a keyboard the arrows move, Space or B switches off, D or the full stop marks live, Backspace clears, U undoes, Enter checks, Escape drops the focus. Undo takes back the last change (a whole drag in one step); Clear all empties the floor but keeps the access points. Under every number a small counter shows what it sees right now against its target, counting every tile that is not switched off.

What do the highlights mean?

Two switched-off tiles that touch turn red. A number turns red when it can no longer reach its target (too many tiles switched off around it) or already sees too many confirmed live tiles. A live area cut off from the rest of the floor is outlined red, and the one-floor light beside the grid says whether the floor is still in one piece. The whole floor glows when every number is on target. The checks only ever look at the rules, never at the answer. One hint a day makes one move a named rule forces and says which in words ("the 2 at row 3, col 1 already sees its neighbour, so the next tile is switched off"; "switching row 4, col 4 off would cut the floor in two"), and marks the result as assisted. Give up shows the answer and ends the day without a shift.

What is the warm-up?

A 7×7 floor for newcomers, switched on with the Warm-up toggle (remembered on this device). Every warm-up falls to the two simplest rules alone. It counts as the day's solve; the 9×9 and 11×11 floors are what the best times are about.

Is this a real server room, real status data or a real outage?

No. Coverage is a fan logic puzzle about an imagined server room. Nothing here is a real room, a real network, a real outage, status data or an asset from the game or any platform, the floor is an abstract grid and never a plan or a map, nothing comes from a leak, and nothing is presented as official. For the real launch picture, see the status checks and the guides on this site.