You have been taken into the Twilight Spire academy — no name in the register
of old bloodlines, just ability. Ahead of you: eight years, eight exams, and
the Order of Ash, which dislikes that a half-mage studies alongside everyone
else.
It is a clicker, but not about building a school of magic. Here you study in
one.
THE WAND AND THE LESSONS
Touching the spell circle gives mana at once; lessons gather it on their own,
even while the game is closed. The wand strengthens your study, it does not
replace it: the further your items run ahead of your lessons, the less the
next one gives. So both have to grow — there is no single button to press.
EIGHT YEARS AND THEIR EXAMS
Every year ends with an exam: so many gestures within a set time. Failing
takes nothing away — come again. Behind each exam wait new items, lessons,
places on the road and better lodgings.
FOUR FACULTIES, EACH WITH ITS OWN STORY
Battle charms, broom flight, potions and herbs, the archive and its secrets.
The first stage you complete decides your faculty, and it has its own mentor
and its own line of scenes. One run shows you only one of the four — which is
the reason to walk through the academy again.
GREENHOUSE AND FAMILIAR
Six beds grow by the clock, closed game included: plant at bedtime, gather
after breakfast. The harvest is herbs, and your animal lives on them. An owl,
a cat or a toad — chosen once and for good, and it stays with you even
through a new school year. The owl watches over your night store, the cat
hears the Order first, the toad turns up more in the beds than was planted.
THE ORDER OF ASH
The threat rises by itself. At a hundred an inspection arrives and every gain
is halved — until you win any trial.
TEN MINI-GAMES
The trials test different things, and no two repeat: a duel on reaction, a
recipe from memory, rune carving for precision, a constellation for
attention, hunting an ink blot, sorting the owl post, the herbalist's scales
for counting, a steady flame for measure, the beat of a spell for timing, and
a flight through hoops for control.
TODAY'S PLAN AND ACHIEVEMENTS
Three things to do each day and fourteen achievements. Deeds are paid in
stardust — the same dust a new school year brings, and it stays with you for
good.
A NEW SCHOOL YEAR
After graduating you may start over: everything you gathered settles as dust
that speeds up the next run. Your diary, your bag and the scenes you have
seen all remain.
FAIR PLAY
• Works offline; all progress is kept on your device.
• No clip ever starts by itself — only when you tap for it, and only for a
reward.
• The academy can be finished without a single purchase: seals and boosters
are sold, mana, reputation and stardust are not.
• No sign-up, no data collection.
English and Russian, dark theme, hand-drawn art.
A clicker about a student of a magic academy: lessons, exams, greenhouse.