Guide

Signal Bloom route guide: range, signal costs and undo

Select the right active branch, complete a checked 90-signal route and recover from rejected links. Current 70-second rules, costs and undo limits.

Cover illustration for Signal Bloom route guide: range, signal costs and undo

Signal Bloom starts with the central node active. Click an active node to select the branch, then click an inactive node within its range and your remaining signal budget. After a successful link, the newly activated node becomes the selected branch.

That automatic selection change matters: the next click is tested from the new branch, not from the centre. When a target is unreachable, select a nearer active node before retrying it.

This guide applies to the current native Signal Bloom 2.0.0 runtime. Open Signal Bloom to try the route and recovery steps below.

The three limits to read together

Limit Current rule What to check
Goal Activate all twelve nodes, including the active centre The first counter starts at 1/12; eleven new activations are needed
Time Starts at 70 seconds after the startup countdown The network must be complete before the deadline
Signal Starts at 100 and decreases for each successful link A visible node still needs an affordable link from the selected branch

The selected node is highlighted, and the circle around it shows its reach. An active node can be selected again without spending signal. A rejected link does not activate the target or charge its link cost, but the clock continues while you decide.

Score is a reward for the route, not a replacement for activating all twelve nodes. Pause before reading during a run; Resume continues the same attempt. Restarting or reloading begins a new network, not a saved checkpoint.

A link must be shorter than 205 game units. Its cost is the distance divided by 16, rounded up. Distance and cost are separate checks: a link can be in range but still unaffordable.

For example, the centre-to-upper-left link is about 111.8 units long. Dividing by 16 gives about 6.99, so it costs 7 signal. A 130.4-unit link costs 9, not 8. Small distance differences can cross a rounding boundary.

Use the visible range circle to choose candidates, then read the change in SIGNAL after a successful link. Do not judge affordability solely by whether two dots look close on a small screen.

One working route that leaves ten signal

The letters below are guide labels, not labels printed inside the game. Identify the dots by their positions on the fixed board.

Guide label Dot position
O Active centre at the start
A / B The nearby upper-left / upper-right pair
C / D The middle-left / middle-right pair, slightly below O
E / F The farther upper-left / upper-right pair
G / H The lower-left / lower-right pair near the bottom
I / J The far-left / far-right pair, below the middle pair
K The topmost central dot

For each row, select the named active branch first, then the inactive target. Reselecting an active branch is allowed and does not use signal.

Step Select → connect Link cost Signal left
1 O → A 7 93
2 A → C 8 85
3 C → E 9 76
4 C → G 7 69
5 C → I 9 60
6 A → K 9 51
7 O → B 7 44
8 B → D 8 36
9 D → F 9 27
10 D → J 9 18
11 D → H 8 10

This route uses 90 signal and activates all twelve nodes. It was completed through ordinary mouse input during this review. It is a reproducible route for the current fixed board, not a minimum-cost or maximum-score claim. Reading the table while the game runs consumes the same 70-second budget, so use Pause to inspect the next step.

Press lowercase z or Backspace to remove the latest successful link. Its target becomes inactive again, its signal cost is refunded, its score gain is reversed and the combo resets. Selection returns to that link's originating branch.

The clock is not refunded. Selecting an older active node before pressing undo does not select an older link for deletion: undo still removes the latest link in the sequence.

In the opening example, O → A costs 7 and changes SIGNAL from 100 to 93. Undo returns it to 100 and Goal to 1/12. You can then reconnect A or choose another legal branch. Do not assume the returned budget also returned the seconds spent on the attempt.

Core selection and linking work with mouse or touch. Undo currently has no pointer button, so a pointer-only attempt needs to plan around that limit. The on-screen Pause button remains available.

Recover from the actual rejection message

What you see What it means Next action
OUT OF RANGE The target is at least 205 units from the selected branch Select a nearer active branch before trying the target again
LOW SIGNAL The link is in range, but its rounded cost exceeds the remaining budget Undo the latest costly link if a shorter alternative is available
An active dot changes highlight without adding progress You selected a branch that was already active Now choose an inactive target in its circle
SIGNAL returns after undo, but TIME is lower Undo refunds link cost, not elapsed time Rebuild promptly or restart for a fresh timed attempt
A later target fails after an earlier link worked The newly activated node became selected Reselect the branch you intended to use
Score looks good, but the run ends At least one node remained inactive at the deadline Track Goal and SIGNAL alongside score

Separate completion practice from score practice

First, reproduce a legal route and finish all twelve activations without exhausting signal. Watch whether every link uses the branch you intended; that is a concrete control check.

Then compare route order and short links. The current scoring rewards efficient links and preserves combo only within its distance conditions. Undo resets combo, so a recovered completion can score differently from a clean route even when both finish.

Record which link failed, its selected branch and the remaining signal. “The network felt fragile” is too vague to tell you what to change. A specific out-of-range target or unaffordable link gives you a useful next attempt.

Version check and the next step

Checked on 13 October 2026 against the effective native Signal Bloom definition and ordinary input. The opening link and undo were verified, and the full 90-signal route reached the completion screen. These checks establish the current rules and one working path; they do not certify every device, score optimum or average completion time.

Play Signal Bloom to try the route. Use the strategy comparison to compare its timed, reversible links with Tiny Dominion's untimed, irreversible placements. Use the pointer-controls comparison if you need to check which actions still require a key.