You should know up front: this is not an RPG. This is a puzzle game — about everything RPGs are made of.
The world is frozen until you move: every step you take advances everything else — wolves, traps, machinery — by exactly one beat. And when a plan goes wrong, you don't restart. You walk backwards, and time walks back with you.
That's the whole trick, and it changes everything. Stepping back onto the tile you just left rewinds the world one tick — the monster un-steps, the coin returns to the floor, the bridge you collapsed knits itself together. Undo isn't a button here; it's a place you can walk to. The catch: since retreating always un-does, you can only make progress by stepping somewhere new. Dead ends that look like treasure troves are traps. Safe routes are loops. Fifteen hand-crafted levels are built on that one rule, from a first stroll through the forest to zero-slack economies, boulder physics on frozen lakes, and a garrison whose whole puzzle is a ledger of hit points.
The first ten levels teach one idea each: moving and rewinding, timing yourself against a patrolling wolf, combat and the order you collect gear, quests and villagers, levers and pressure plates, bridges that hold exactly once, portals, and ice that sends you skidding until something stops you. Then the gloves come off: a mill village where four plank crossings must pay for a five-errand circuit, a mine where every pickaxe swing is a tick the hounds keep walking, a frozen treasury built around one double-booked boulder, a drowned garrison where the puzzle is arithmetic in hit points, and a greedy wood where nearly every hoard is mandatory — and the one that isn't is the trap.
New to the game? The how-to-play guide explains every mechanic in a few minutes' reading — or just press Play above; the early levels teach as you go.
Yes — free to play, no download, no account, nothing to buy. The site shows ads to cover its costs, and that's it.
Yes. Swipe to step, or hold the on-screen d-pad to keep walking. The camera follows your hero across the bigger maps. It plays equally well with arrow keys or WASD on a computer.
Progress, star ratings, and editor drafts save automatically in your browser's local storage. They never leave your device — see the privacy policy.
Yes — provably. Every level is verified solvable by an exhaustive solver before it ships. When you're stuck, the answer is usually one of three things: a loop you haven't noticed (there is no "wait" move — laps pass time), a pickup you're collecting in the wrong order, or a dead end you should stay out of. The guide has a designer's tip list.
Fifteen levels. The tutorial ramp plays in a sitting; the later levels can each take a good while to solve — and earning three stars on all of them is a genuine challenge, since par is the proven optimum.
Yes — the level editor is built in. Paint terrain, place monsters and quests, then press Check to have the solver verify your level is beatable and stamp its par.