Sparkworks · circuit reference
How the official water puzzle separates doors, filling and draining
The lever controls the first door on its own branch. A Push Button and the start trigger connect to the Upper and Lower inputs of Toggle. Toggle directly feeds the exit door, an exit light and five drains; its NOT branch feeds four water dispensers. The official sequence starts filling on entry, then uses the inner button to stop the dispensers and open the exit.
Based on the October 8, 2026 prerelease demonstration. Sparkworks is planned for October 15.
Find the two independent controls
Open full-size image The lever opens the first door independently
The left side of the official graph connects the lever directly to the first door. This control does not pass through the Toggle used by the water and exit branches.
In the demonstrated sequence, the player uses this lever to reach the inner room. It is not the action that turns off the water dispensers or enables the exit branch.
Toggle and NOT put the water branch opposite the exit branch
The Push Button connects to Toggle’s Upper input, and the start trigger connects to Lower. Its direct output goes to the exit door, exit light and five Water Drain nodes. The other path passes through NOT before reaching four Water Dispenser nodes.
The two output branches receive opposite signals: when the direct Toggle output is ON, NOT supplies OFF to the dispensers; when the direct output is OFF, NOT supplies ON.
The official demonstration uses this relationship to turn off the dispensers, open the second door and let the drains do the rest after the player presses the inner button. The Upper and Lower labels describe the displayed ports, not a universal rule for Toggle priority or repeated presses.
Follow the three actions in the demonstration
Enter the trigger area.
The official narration says this switches on the water dispensers and puts the player under time pressure as the room fills.
Use the first lever to open the first door.
Its independent lever-to-door connection lets the player reach the inner button.
Press the inner button.
The demonstrated result is dispensers OFF, the second door open and drains removing the water. The exit light shares the direct Toggle branch with that door and the drains.
These are the actions and outcomes shown in the official example. They do not specify water volume, drain speed, ingredient quantities or a complete physical layout.
Compare each control with its actual output
| Control or branch | Shown connection | What it separates |
|---|---|---|
| Lever | Lever → first door | Access to the inner room |
| Toggle inputs | Push Button → Upper; start trigger → Lower | The two displayed input paths |
| Direct Toggle output | Exit door + exit light + five drains | The exit and drain branch |
| NOT output | Toggle → NOT → four dispensers | The opposite water-supply branch |
Read the control logic without inventing water measurements
The reusable idea is to keep an access door separate from the water-control state, then use a direct output and its inverse to coordinate an exit/drain branch against a dispenser branch.
The shown five drains and four dispensers are counts in this one official graph. They are not a sizing formula for your room. The source does not establish fill volume, a safe time limit, drain speed, exact component recipes or a water-elevator design.
This reference explains the demonstrated connections and player sequence. It does not claim release-tested construction steps, repeated-press behavior or a global reset.
Watch the filling, lever and inner button
Source: Keen Games’ official Introducing Sparkworks demonstration, published October 8, 2026.