Offerings rain onto the altar. Match three: they ignite, and everything stacked above them lifts off too. If the flame carries far enough, the whole column leaves the sky. If not, it falls back — and the pile grows.
That's the whole gesture, and it fits under one thumb.
Every world changes the rule. In one, stone creeps across the board; in another, a gaze turns to rock whatever stays still. Elsewhere the ceiling descends, a tide wells up from below, a golden apple counts for five, two rocks close in on the board. From the Mortal World to Olympus, no two play alike — and no two burn the same.
The Ascent is the guided tour: one voyage per stratum, seven stages each, and the next opens when the last is complete. It lends you its worlds and gifts one per stratum; the ichor you carry traces your path, and at each milestone three worlds step forward — yours is the one you choose.
The Daily Augury draws one world for everyone, with the same rainfall for all and a world ranking that resets each night. Come back daily and the streak climbs; it will never give you anything but a flame and a title.
The Duel sets you against a world's guardian: it plays the same game you do, from the same opening board, and whatever your rites carry off rains down on it. Three ranks, from Mortal to God.
The Twelve Labours chain twelve worlds drawn at random. One life.
What you leave behind lives in The Book: the constellations you engrave by mastering a world, the guardians you fell, the feats, the annals, and the chronicle of your own path.
No ads. No purchases, no real money — ever. Everything is earned by playing, and never any other way. The game runs offline, one-handed, with no account and no sign-up — a nickname is all it takes to enter the ranking, and one button erases it.
French, English and Japanese. A reduced-motion setting for anyone who wants fewer shakes.
Match three offerings, set them alight, and carry them to the stars.