Wetin dis game dey measure
Dis game dey measure two parts of how person dey find road: wayfinding, to reach places wey you see for map by short route, and to remember where you start so you fit point back there. Research on navigation show both things, including one mobile game wey millions of people play [1][2].
The research game Sea Hero Quest ask players make dem memorize map with checkpoints, then direct boat go meet them, and sometimes shoot flare back towards where dem start [1]. Our own game na different game: hedge maze for night, with im own maps and rules. E still get the two research measures: how long your route be compared with the shortest one, and how far your pointing miss.
For one small study, how well 60 young adults do for Sea Hero Quest wayfinding levels match how well dem find road for real streets for London and Paris (correlations of 0.46 and 0.57) [3]. Dem show am for that game, no be for this one.
How the game dey work
- 5 levels, and each one dey bigger pass the last. Each one start with the full map for 8 to 12 seconds: your tent, the direction wey you face, and numbered flags. Start to waka anytime wey you ready.
- After that, waka go the flags for order, from memory. Na only the circle of your lantern you go see, and the view go turn as you turn: front dey always up.
- After the last flag (or when 45 to 75 seconds wey level get don finish), point go back to your tent and confirm.
- Controls: arrow keys or W, A, S, D for keyboard; for phone, use buttons under the view (hold am to waka or turn). To point, drag around yourself or use the turn keys.
- First, you go do small practice waka with light on (you fit skip am). After each level, map go show your route and where you point.
Every time you play, mazes go new. Each maze get some loops, so more than one road fit lead go one flag.
How to understand your score
- Route efficiency: the shortest route through the flags divide by the distance wey you waka, average am across all levels. 100% mean say you take the shortest route every time. If time finish, we still count the shortest remaining road as road wey you waka.
- Pointing error: how many degrees your arrow miss the straight line to the tent, average am across all levels. 0° mean exact; if you point anyhow, e go miss by 90° on average.
- For each level: the bigger levels get more flags and hard pass.
Once enough people don play, your result go also show how e compare with other players of this game. Na other people wey visit this site, no be sample wey represent everybody.
Wetin studies find?
For data from millions of Sea Hero Quest players, wayfinding dey get worse small-small from early adulthood [1][2]. Men do small better on average for every country, but the difference small (Cohen's d = 0.29) and e bigger for countries wey get more gender inequality [1]. People wey grow up outside cities do better for navigation [4].
- Age: for about 560,000 players from 57 countries, performance dey drop steady from age 19 [1]. Later review of 3.9 million players find the same almost straight decline from early twenties [2].
- Sex: the average advantage for men small, from d = 0.09 for Norway to 0.48 for Argentina [1].
- Where you grow up: for about 400,000 people from 38 countries, people wey grow up outside cities do better, and people do best for street layouts like the ones wey dem grow up with [4].
These na averages from very big groups. Dem no tell much about one person, and our game different from Sea Hero Quest, so no compare your numbers with their own.
Wetin this game fit and no fit tell you
Na game for screen, e no be clinical test. Good or bad play no mean anything about your health. At first, you still dey learn the controls, na why practice waka dey. Your score depend on your device and how much you dey play games too. Compare am with your next try.
Questions people dey ask
You fit test your sense of direction online?
Yes, with game like this one. Research games dey measure sense of direction by how direct people reach places wey dem see for map and how well dem point back to where dem start [1]. Game for screen no include walking, landmarks and turning your body, so e only show one part of navigation for real life.
Why some people no get good sense of direction?
The Helibrain test for sense of direction free?
Yes. The game and your full result free: no sign-up, no email, no payment. Helibrain dey make money from im app, but you no need am to play this game.
Other tests wey relate to am
- Tower of London testHow well you plan moves ahead to reach goal with the fewest steps.
- Test for how you turn shapes for your mindHow well you fit turn shape for your mind.
- Test for picture memoryHow much of pattern of squares you fit remember.
See all di 43 free tests wey check brain
You wan work on dis every day? Di Helibrain app (for English for now) get free plan and plans wey you pay for.
Cite dis page: Test for Sense of Direction. Helibrain. 2026. https://helibrain.com/pcm/sense-of-direction-test. CC BY 4.0.
How this test works
This game looks at two parts of finding your way: reaching places you saw on a map by a short route, and keeping track of where you started. Each level shows a maze map with your tent and numbered flags. Then you walk to the flags in the dark, seeing only a small circle of light, and point back to your tent. You score route efficiency and pointing error. The navigation game Sea Hero Quest used similar measures in 2018.
Version 1 · Cite this test:
Helibrain (2026). Sense of direction test, v1. https://helibrain.com/sense-of-direction-test/methods
Sources
- Coutrot A, Silva R, Manley E, de Cothi W, Sami S, Bohbot VD, Wiener JM, Hölscher C, Dalton RC, Hornberger M, Spiers HJ (2018). Global determinants of navigation ability. Current Biology 28(17):2861–2866.e4. doi.org/10.1016/j.cub.2018.06.009
- Spiers HJ, Coutrot A, Hornberger M (2023). Explaining world-wide variation in navigation ability from millions of people: citizen science project Sea Hero Quest. Topics in Cognitive Science 15(1):120–138. doi.org/10.1111/tops.12590
- Coutrot A, Schmidt S, Coutrot L, Pittman J, Hong L, Wiener JM, Hölscher C, Dalton RC, Hornberger M, Spiers HJ (2019). Virtual navigation tested on a mobile app is predictive of real-world wayfinding navigation performance. PLOS ONE 14(3):e0213272. doi.org/10.1371/journal.pone.0213272
- Coutrot A, Manley E, Goodroe S, Gahnstrom C, Filomena G, Yesiltepe D, Dalton RC, Wiener JM, Hölscher C, Hornberger M, Spiers HJ (2022). Entropy of city street networks linked to future spatial navigation ability. Nature 604(7904):104–110. doi.org/10.1038/s41586-022-04486-7
- Hegarty M, Montello DR, Richardson AE, Ishikawa T, Lovelace K (2006). Spatial abilities at different scales: individual differences in aptitude-test performance and spatial-layout learning. Intelligence 34(2):151–176. doi.org/10.1016/j.intell.2005.09.005
How we take make dis page: di Helibrain team write am from di studies wey dem list above, and Robert(English) (PhD student for biophysics) review am on 4 Nọvẹ́mba 2026. We dey update am wen di sources change.