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Sense of Direction Test

Study the map, walk a dark hedge maze to the flags in order, then point back to where you started. About 5 minutes, free, no sign-up. We save scores, with your IP address and country, to build comparisons.

By the Helibrain teamReviewed by Robert, biophysics PhD candidatePublished Last reviewed

Find the flags, then find your way back

Study a map of a hedge maze, then walk it at night with only your lantern's light. Reach the numbered flags in order, then point back to your tent.

5 levels, getting bigger. The view turns with you: forward is always up. Use the arrow keys or WASD, or the buttons under the view. A short practice walk comes first, with the lights on.

What this game measures

This game measures two parts of finding your way: wayfinding, reaching places you saw on a map by a short route, and keeping track of where you started, so you can point back to it. Both come from research on navigation, including a mobile game played by millions of people [1][2].

The research game Sea Hero Quest asked players to memorise a map with checkpoints and then steer a boat to them, and sometimes to shoot a flare back towards the start [1]. Our game is our own: a hedge maze at night, with its own maps and rules. It keeps the two research measures: how long your route was compared with the shortest one, and how far off you point.

In a small study, how well 60 young adults did in the Sea Hero Quest wayfinding levels matched how well they found their way in real streets in London and Paris (correlations of 0.46 and 0.57) [3]. That was shown for that game, not for this one.

How the game works

  • 5 levels, getting bigger. Each starts with the whole map for 8 to 12 seconds: your tent, the way you face, and numbered flags. Start walking whenever you are ready.
  • Then walk to the flags in order, from memory. You only see the circle of your lantern, and the view turns with you: forward is always up.
  • After the last flag (or when the 45 to 75 seconds of a level run out), point back to your tent and confirm.
  • Controls: arrow keys or W, A, S, D on a keyboard; on a phone, the buttons under the view (hold to walk or turn). To point, drag around yourself or use the turn keys.
  • A short practice walk with the lights on comes first (you can skip it). After each level, the map shows your route and where you pointed.

Every run has new mazes. Each maze has a few loops, so there is more than one way to a flag.

How to read your score

  • Route efficiency: the shortest route through the flags divided by the distance you walked, averaged over the levels. 100% means the shortest route every time. If time ran out, the shortest way still left counts as walked.
  • Pointing error: how many degrees your arrow was off the straight line to the tent, averaged over the levels. 0° is exact; pointing at random would be 90° off on average.
  • By level: the bigger levels have more flags and are harder.

Once enough people have played, your result also shows how you compare with other players of this game. These are other visitors of this site, not a representative sample.

What do studies find?

In data from millions of Sea Hero Quest players, wayfinding got steadily worse from early adulthood on [1][2]. Men did slightly better on average in every country, a small difference (Cohen's d = 0.29) that was larger in countries with more gender inequality [1]. People who grew up outside cities navigated better [4].

  • Age: in about 560,000 players from 57 countries, performance fell steadily from age 19 [1]. A later review of 3.9 million players found the same near-linear decline from the early twenties [2].
  • Sex: the average male advantage was small, from d = 0.09 in Norway to 0.48 in Argentina [1].
  • Where you grew up: in about 400,000 people from 38 countries, those who grew up outside cities did better, and people did best in street layouts like the ones they grew up with [4].

These are averages over huge groups. They say little about one person, and our game is different from Sea Hero Quest, so don't compare your numbers with theirs.

What this game can and can't tell you

This is a game on a screen, not a clinical test. A good or bad run doesn't mean anything about your health. Getting used to the controls matters at first, which is why there is a practice walk. Your score also depends on your device and on how much you play games. Compare with your own next try.

Frequently asked questions

Can you test your sense of direction online?

Yes, with a game like this one. Research games measure sense of direction by how directly people reach places they saw on a map and how well they point back to their start [1]. A game on a screen leaves out walking, landmarks and turning your body, so it shows only part of real-world navigation.

Why do some people have a bad sense of direction?

People differ a lot in navigation. Large studies link it with age and with where people grew up [1][2][4]. In research tasks, pointing to places you can't see is measured the same way as here, as an error in degrees, and people differ widely in it [5].

Is the Helibrain sense of direction test free?

Yes. The game and your full result are free: no sign-up, no email, no payment. We save results to build fair score comparisons, as our privacy policy explains. Helibrain makes money from its app, which you don't need for this game.

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Sources

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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 made this page: written by the Helibrain team from the studies listed above, and reviewed by Robert (biophysics PhD candidate) on 4 November 2026. We update it when the sources change.