Light Room Compose

iOS app by Justin Birkby. Games · Justin Birkby

Store rating
0 / 5
Store rating count
0
Download price
Free to download
In-app purchases
Unknown
Version
1.0.1
Listing last refreshed
2026-09-10

View the original store listing

Store description excerpt

Light Room Compose is an architectural daylight puzzle built on one of the oldest and most important tools in a designer's hands: the position, size, and height of a window. A room is shown in cross-section. Charcoal walls. A warm wood floor barely visible in the darkness. A single glowing window on the right wall, sky visible behind it in deep amber orange. The sun is at nine in the morning. A beam of warm light cuts diagonally across the floor, dust motes floating in the shaft. The colour of the light, the angle of the beam, the length of the shadow — all of it changes as the time slider moves. At noon the beam becomes steep and near-white. At six in the evening it goes deep orange and nearly horizontal, cutting the length of the room in a single dramatic stroke. The puzzle is matching a target illumination zone — a gold dashed area on the floor or wall — by adjusting the window and finding the right time of day. Moving the window higher sends light deeper into the room. Moving it lower creates a bright patch close to the wall. Adding a skylight brings light from directly above. A left wall window brings afternoon sun from the west. Each configuration, each time of day, produces a completely different composition. This is how buildings are actually designed. Before any material, any colour, any furniture, architects ask where the light will come from and when. The height of a window determines how deep its light penetrates — a counterintuitive rule that players discover by dragging: the low wide window illuminates only the near floor, the high narrow window sends light to the far wall. The game teaches this through direct experience rather than instruction. Three levels work through morning, midday, and evening light. A right wall window at nine in the morning. A centred skylight at noon, the beam nearly vertical, white-blue. A left wall window in the afternoon, a dramatic amber shaft at a shallow angle across the entire floor. Each level introduces a different relationship between window position, sun angle, and where light falls. The light simulation uses ray casting with additive blending. Every beam has a soft penumbra around its sharp geometric edge. Dust particles float in each shaft, drifting upward at barely perceptible speed. The floor glows where light lands. The colour temperature transitions from deep crimson at dawn through warm amber through near-white at noon back to deep orange at dusk. The room that is nearly black at noon in shadow blazes with gold at six in the evening through the same window. The rules are real. The light is accurate. The room changes with every hour.

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