Free Rubik's Cube Solver — 3D Animated, Step-by-Step

Solver: initializing…

Valid cube state — click any sticker to fix a wrong color. Tip: paste (⌘V) or drop a net image anywhere on the page.

Cube net — click a sticker to fix it

3D preview — drag to orbit

Twist the cube — try out moves

U
R
F
D
L
B

Click any move to twist the 3D cube. Manual moves clear the active solution — treat this as a sandbox for learning notation or trying algorithms.

Cubing guide — notation, algorithms & solving

A visual, click-to-play reference. Open any tab below for notation, beginner method, speedcubing (CFOP), big-cube reduction + parity, the algorithm library, or the cubing glossary. Every move has a ▶ button that animates on the live cube on the right. Prefer a dedicated page? Open the standalone guide →

Frequently asked questions

Kociemba's two-phase algorithm is a fast Rubik's-Cube-solving method that splits the search into phase 1 (reaching the G1 subgroup where edges are oriented and U/D-slice edges are in place) and phase 2 (solving the rest using only U, D, R2, L2, F2, B2 moves). Pruning tables make each phase efficient. Solutions are typically 20-22 moves and computed in under 50 milliseconds, after a one-time ~3-second initialization. The optimal upper bound for any cube state is 20 moves (God's Number, proven 2010).
God's Number is 20 — every solvable Rubik's Cube state can be solved in 20 face turns or fewer. This was proven in 2010 by Tomas Rokicki, Herbert Kociemba, Morley Davidson, and John Dethridge using ~35 CPU-years of cluster compute. The Kociemba algorithm doesn't always find a 20-move solution on the first try; it returns the first solution it finds, which is typically 20-22 moves. Tighter solvers iterate to find the formal 20-move bound.
The parser auto-crops the unfolded-net image to its bounding box, divides the cropped area into a 12 x 9 sticker grid, samples a small patch at each sticker's geometric center in CIE Lab color space, then assigns each sticker to a face by classifying against the six center stickers. The center calibration uses brute-force optimal 6-way assignment over all 720 permutations, which makes it robust to palette drift across renderers. Works on flat-net images from Ruwix, this app's own renderer, and most online cube simulators.
Standard Rubik's Cube notation: U / D / L / R / F / B for the six faces (Up, Down, Left, Right, Front, Back). A bare letter means a 90-degree clockwise rotation looking at that face from outside. An apostrophe suffix means counter-clockwise (e.g. R' is right face counter-clockwise). A 2 suffix means 180 degrees (e.g. F2 is front face half-turn). Solutions are space-separated sequences of these moves.
No. Everything runs in your browser — image parsing, solving, and rendering are all client-side JavaScript. The cubejs solver loads from a CDN once, then all subsequent solving is local. The shareable URL encodes the cube state in the URL fragment (after the hash), which by HTTP convention is never sent to the server.
Yes. Click any sticker on the editable cube net to cycle through the six face colors (white, red, green, yellow, orange, blue). The validity check updates in real time — when all six colors have nine stickers and centers are distinct, the Solve button becomes available.