Flow
Connect the matching dots and fill the whole grid.
How to play Flow
Each pair of matching dots must be joined by a path of that shade. Drag from one dot to its partner, bending around the grid. Paths can’t cross or overlap, and to finish you must connect every pair AND fill every single cell. Re-drag a path to reroute it.
Connecting the dots is only half of it
Here's the thing that catches newcomers out: joining every pair of dots is not enough to win. You also have to cover every single cell in the grid. A board can look finished (all the dots linked) and still be wrong because one empty square sits in a corner with no path running through it. So stop thinking of it as drawing the shortest lines. Think of it as tiling the whole grid, where the tiles happen to be coloured paths that begin and end on matching dots.
Read the corners and edges first
Corners are the best place to start, because a corner cell has only two ways out. If a dot sits in a corner, its path is half-decided before you've drawn anything. Edge cells behave the same way, with a little more freedom.
- Don't hug: a path that runs alongside its own colour for no reason usually wastes cells another colour needed. Keep each line as direct as the fill allows.
- If two same-coloured dots sit close together, the tempting straight line between them is often wrong; the real route sends that path the long way round to mop up stray cells.
- When a cell can only be reached by one colour, that colour has to go there, full stop. Those forced cells chain together into whole routes.
Re-dragging a path erases and redraws it, so there's no penalty for experimenting: pull a line back and try a different bend whenever the fill leaves a hole.
Pick an order and stick to it
Strong players don't connect pairs in whatever order catches their eye. They run a routine: corner dots first, wall dots second, the open middle last. Corner and edge dots have the fewest options, so they hand out certainty early, and certainty is what the middle of the grid feeds on. Long-distance pairs usually claim the border, sweeping around the outside to soak up the cells nothing else can reach, while short local pairs tidy the pockets left behind.
Try it on a real board. A dot sits in the bottom-left corner and its partner is two cells to the right. The straight little line between them takes two moves and looks perfect. But look above it first. If any cell over that line can only be reached by this colour, the direct route is a trap: the real path has to climb, collect those cells, and come back down to the partner. Checking what a route leaves behind, before you draw it, is the single biggest jump from casual to competent.
Watch how your early paths sit together, too. The first three routes you place decide the character of everything after. If two of them run side by side for a long stretch, you've probably robbed a third colour of its only corridor; unwind one of them rather than forcing the rest of the board to cope.
One more habit pays off on every board: save an escape hatch. The last pair you connect has no flexibility at all, since it must use exactly the cells everyone else left behind. So keep your most flexible pair, usually the one whose dots are far apart with several possible routes, for the end, and let it snake through whatever awkward leftovers remain. Beginners connect their favourite pair first and their hardest pair last, which is exactly backwards.
From Numberlink to Flow
The underlying puzzle is a classic called Numberlink, a staple of Japanese logic magazines, where the catch has always been that every cell must be used, not just the endpoints. It reached a huge audience in 2012 when a small studio called Big Duck Games released Flow Free, and the coloured-pipe version became one of the most downloaded puzzle apps ever made. Part of that success is honest design. Each board has a single intended solution, so it never cheats you, and dragging a path feels good in a way tapping never quite does. Underneath the relaxing swipe-and-connect surface it's a genuine logic puzzle, and the fill-everything rule is what stops it from being trivial. Sit with a hard grid for a few minutes and you'll notice the game has quietly taught you to reason about space: which regions are sealed, which colour owns them, and which single bend fixes it all.
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Flow: frequently asked questions
Do I have to fill the whole board?
Yes. A complete solution connects all pairs and leaves no empty cells.
Can paths overlap?
No. Each cell belongs to exactly one path, so plan routes that share no squares.
Do I really have to fill every square?
Yes, and it's the rule that trips people up. Linking all the matching dots is necessary but not sufficient: every cell in the grid has to be part of some path. A single leftover empty square means the puzzle is unsolved even if all the dots are connected.
Can two paths cross or overlap?
No. Each cell belongs to exactly one path, so lines can't cross each other or double back over themselves. That limit, together with the fill-everything rule, is what forces paths to take longer routes than the obvious straight line.
How do I fix a path I drew wrong?
Just drag from its dot again. Re-drawing a path clears the old route automatically, so you can reroute freely without resetting the board. Experimenting is cheap, which suits the try-and-refine way most people solve these.
Which pairs should I connect first?
Dots trapped in corners first, then dots on the walls, and the open middle last. Long-range pairs usually need the border route, so give them the outside lanes early and let the short pairs mop up the pockets left behind.
Where should I start?
Corners, then edges. A corner cell has only two exits, so any path passing through it is heavily constrained, and a dot sitting in a corner has almost no choice about its first move. Locking those down early narrows everything else.
Is there always exactly one solution?
A well-made board has a single intended solution that fills the grid. If your paths connect every pair but leave gaps, you haven't found it yet: usually one path needs to take a longer, winding route to cover the stranded cells.
Is Flow free to play?
Yes. Flow is completely free on Inkplay, with no download, no sign-up, and no in-game purchases. Open the page and play instantly on desktop or mobile.
Can I play Flow unblocked?
Yes. Flow runs entirely in your browser with no download, install, or plugins, so it loads instantly and keeps working even on school or work networks where bigger game sites get blocked.
More games to play
In the mood for more? Try 2048, Memory Match, Lights Out, Minesweeper, or browse all puzzle games and the full games list on Inkplay. Flow also appears in Logic Puzzles.