Turn a tile
Tap any tile to rotate it a quarter turn. The counter goes up by one; nothing else moves.
A quiet diorama that comes apart in your hands. Turn the tiles until the path joins up, then send the walker along it.
Every level is a handful of floating islands with a broken path across them. Tap a tile to turn it a quarter turn; when the line runs unbroken from the walker to the flag, the flag button lights up and you send him.
Nothing chases you and nothing runs out. The counter next to the level number is the number of turns you have used, and next to it sits par — the fewest turns the solver could do it in. Beating par is the whole game.
Free permanently, like everything else here — no advertising, no in-app purchases, no subscription.
The reel
One recorded session, first levels, no cuts.
How it plays
There is one verb. Everything else is you looking at the board a bit longer.
Tap any tile to rotate it a quarter turn. The counter goes up by one; nothing else moves.
When the white line runs unbroken from the walker to the flag, the flag button at the bottom lights up.
He walks it. Come in on or under par and the card says so — and there is always undo, restart and a hint.
Four times of day
Every three levels the world drifts to the next time of day. The sky, the shadows, the particles and the music all change together; the puzzle does not.
Pale sky, long soft shadows, birds circling the flag pole and butterflies around the trees.
The lilac hour. Petals drift across the board and the wind picks up under the music.
Deep violet, hard shadows, fireflies over the islands and crickets underneath it all.
Warm and low. The birds come back and the whole thing starts over three levels later.
What is in the build
Every board is generated from a seed and checked by a solver before you see it, so it is always solvable — and par is the solver's own answer, not a guess.
Three tiles across to start, four after a while, five from level ten. The rule never changes; the board just has more room to hide the path in.
Nothing counts down and nothing runs out. Undo as far back as you like, restart the level, or take the hint — none of it is rationed.
Birds circle and land on the flag pole, butterflies drift between the trees, smoke rises from a hut and the islands bob gently the whole time.
Every three levels the light moves on — day, dusk, night, dawn — and takes the particles and the music with it.
A slow chord pad, a sparse melody and a wind bed, synthesised in the browser as you play. There is one setting for it: a volume slider.
Each level gets a quiet two-word name from its own seed, so the same level is the same level tomorrow.
No account, no sign-in, no network call. Your progress stays in the app storage on your own phone.
Questions
It is in final testing. The Android release is coming soon and there is no store link yet, because the build is not on Google Play.
Nothing. It is free permanently, with no advertising, no in-app purchases and no subscription.
You tap tiles to turn them a quarter turn each. When the path runs unbroken from the walker to the flag, you press the flag button and he walks it.
No. Nothing counts down and there are no lives. Undo, restart and hint are all unlimited; par is there to beat, not to survive.
They do not run out. Every board is generated from a seed and verified by a solver before you see it, so there is always a next one and it is always solvable.
The build is in Dutch at the moment. It uses almost no words — level, turns, par — so it plays the same either way, and an English build is planned.
Yes. There is no account and no network call. Your progress stays in the app storage on your own phone.