Kuromasu
The closest cousin: numbers count the cells they can see along their row and column, a line-of-sight rule close to the one that stops two Akari lights seeing each other, and you shade the black squares, with three reveals if you get stuck.
Daily Akari serves one Light Up puzzle a day, numbered, rated for difficulty and credited to its setter. You place lights across the board so that each white square is lit, no two lights can see one another, and every numbered black block ends up with exactly the count of lights beside it that its number asks for, which the site sums up as keeping the blocks happy. Settings add a Pro Mode that scores accuracy and optional training wheels. Watching one forced light lead to the next keeps solvers coming back.
Everything below is a pen-and-paper style logic grid solved by deduction. Puzzles closest to Akari, where numbers count what a cell can see or light is the theme, come first, followed by other number-clue grids, then loops, paths and fill-in classics like nonograms and sudoku.
The closest cousin: numbers count the cells they can see along their row and column, a line-of-sight rule close to the one that stops two Akari lights seeing each other, and you shade the black squares, with three reveals if you get stuck.
Keeps light at the center: beams enter a small square grid from the sides, and where they leave tells you the position and tilt of five concealed mirrors, a puzzle in which fewer beams means a cleaner solve.
Lights again, in a different puzzle: the day's four tetrominoes each toggle the cells they cover, and you place them so every light ends up off, plus tutorials and a timed trial.
Draws its logic grid as an English parish map whose numbered fields carry the clues, and its tutor will point out the next forced step and explain why, useful for learning to solve Akari-style grids without guessing.
Treats numbers as region sizes: every cell takes one of two shades, and each connected patch must match the number inside it, a compact Inkwell Games grid with the same rule-driven feel as Akari.
Splits the board into rectangles, each holding a single number that matches how many cells it covers, on grids ranging from a 6x6 mini through 15x15 up to a 40x40 expert size, so the length of a solve is your choice.
Joins numbered islands with straight-line bridges until each one has as many as its number asks, with no crossings, on boards from 7x7 to 25x25, another case of a number deciding what touches it.
Wires numbered nodes together with straight, non-crossing lines until every node carries as many wires as its number and everything forms one circuit, at three levels of difficulty.
Ties numbered knots together with thread, each knot meeting as many strands as its number shows, counting the ones along the frame, until a single web holds everything, a relative of the bridge and circuit puzzles above.
Weaves light and dark squares so that each line across or down holds equal numbers of both, with no three alike in a row, guided by tie and cross marks, a binary grid that rewards careful elimination.
Draws a single closed canal through every empty cell, no crossings and no backtracking, steering past tulips, windmills and houses, a loop puzzle that trades Akari's lights for water.
Fills cells according to the counts beside every row and column, which describe runs of shaded squares, so a picture slowly emerges, with cell marks and three hints to help, a good next grid when one Akari is not enough.
One medium sudoku a day, the same grid for everyone, with a streak to keep plus expert, hard and easy grids, a familiar pure-logic puzzle to pair with each day's Akari.
Place lights until no white square stays dark, without any two lights seeing one another, and make each numbered black block sit beside exactly as many lights as its number. The site's own summary is to make the blocks happy by placing lights around them. Training Wheels marks your most recent lights, and Pro Mode adds accuracy to your result.
Every puzzle comes with a number, a difficulty and the name of its setter: No. 668, a medium puzzle for Wednesday, November 4, 2026, was set by mrsdot. Past puzzles sit in an archive, and the site has been translated into Japanese, Chinese, German, Portuguese and French, with each translator credited by name.
Kuromasu is the nearest in spirit, since its numbers count the cells visible along a row and column. Mirraqle and Diminoes keep a light theme, one with beams and mirrors and one with Lights Out pieces, and Hawfold's built-in tutor can walk you through the next forced deduction when you stall.