A country made of memory, with four regions to cross.
Each of the four regions asks something different of you. Grid lights up tiles for a moment and asks for exactly those. Echo runs symbols past one at a time and asks a single question of each: the same as two turns ago? Tide rearranges the shore at every wave, so remembering where things were is no help — you have to remember the things. Chimes plays a sequence, then swaps the chimes around before your turn, so the order you memorised stops being an order of places.
A round lasts about a minute and the difficulty follows you: it starts easy and rises as long as you keep up. There is no difficulty menu to pick from, because a menu is an admission that the game cannot tell. Every day brings one crossing — three regions, four minutes, the same crossing for every player in the world — and a streak that is worth keeping. When you want more than the ritual, the training session picks three regions for you and says why it picked them.
Key features
Four kinds of memory
Not four coats of paint on one game: four genuinely different tasks.
One crossing a day
Three regions, four minutes, identical for every player that day.
A session that chooses for you
Your weakest region, where you left off, and something new.
Blitz and Marathon
Sixty seconds when you have one minute, five lives when you have twenty.
Sixty pieces to bring back
The Cabinet fills up one piece at a time, from the regions.
Plain and honest
Offline, no account, nothing leaves your device. Light and dark, colour-blind friendly.
See it in action