A clockwork mechanism has stopped. The mainspring is wound, the bells are silent, and between the two there is a train of shafts pointing the wrong ways.
Turning each piece until the motion reaches the hammers is the whole game.
MOVEMENT IS WIND
There is no move counter. Every turn spends the wind left in the spring, and when it runs out the mechanism stops. Before that the escapement slows down, and you can hear it: the ticking winds down along with the spring.
Turning a cross changes nothing on the board, so it costs no wind. The rule is simple and not up for negotiation: turning costs exactly what it changes.
THE SOUND IS THE POINT
Every bell that receives wind rings a note. Closing the level rings the whole carillon, and the voices add up instead of cutting each other off. The notes come from a pentatonic scale, so they sound right in any order you light the bells — and the order is yours.
Three voices: church bell, celesta and glockenspiel.
FOUR WORLDS, 250 LEVELS
The Case: the pure rule, from 4x4 up to 7x7. One hundred levels.
The Bridge: locked shafts, held by pins, that never turn.
The Engine Room: one-way shafts, where the wind enters from a single side — and the arrow turns along with the piece.
The Powerhouse: two mainsprings that must never meet. If both winds reach the same shaft, the mechanism jams.
DAILY CHALLENGE AND MARATHON
A new mechanism every day, the same one for everyone, with a streak to keep. In the marathon the spring is not rewound between levels: the wind you save is the wind you carry, and the game is seeing how far it goes.
TWO VIEWS OF THE SAME MECHANISM
The plan view, to solve without distortion, and the solid view, to see the piece up close — brass, steel and bronze with the light running along the teeth. Switching is one tap, and the choice sticks.
EVERY LEVEL IS PROVEN BEFORE IT SHIPS
A solution exists, it is unique, and it is reachable by deduction — no guessing. The turn count of the perfect solution is stored in the level, and it decides the third star: two stars for finishing, the third for closing at the optimum.
ONE-HANDED
Portrait, one tap per turn. Drag on a piece to turn it the way you drag, or use the TURN button to reverse what a tap does. Undo is free and gives the wind back: missing a quarter turn is routine, and restarting over it would be a big punishment for a small mistake.
NO ADS, AND WHAT YOU PAY FOR IS CONTENT
No ads anywhere — no banners, no video, no rewards. The first 50 levels of the Case are free and complete; the other worlds and the voices are one-time purchases, no subscription, and nothing on sale gives an advantage: they are more levels and one more voice, never a hint or a shortcut.
Plays without internet, from the first tap to the last. The network is only used if you open the store to buy, and Google Play handles the payment.
Portuguese, English, Spanish, German, French and Italian.
Turn the shafts and wind every bell. 250 levels and a daily challenge.