Screenshots



About
A hillside in cross section: a spring at the top, a mill cistern at the foot, and between them the layered ground. Sand soaks water up and lets it through slowly. Clay stops it dead and sends it running sideways along its top. Gravel races it downhill. Bedrock does not move for anyone. You cut channels with a finger, and the water is a real simulation rather than an animation: it falls, it wets what it passes through, it spreads along the top of a clay lens until it finds an edge, and it comes pouring out of a gravel seam twenty cells from where you expected. The spring is finite, so the puzzle is not only where the water can go but how much of it survives the trip, and a channel cut through the wrong bank loses a morning's water into the sand. One hundred and twenty hillsides across six regions, each with its own materials and its own trick, plus a Daily Hillside that is the same for everybody. Before release a tool replayed a recorded solution for every level and checked three more things about each one: that leaving it alone never fills the cistern, that a straight cut never fills it, and that two hundred sessions of random digging inside the same budget fill it less than a tenth of the time. No advertising, no account, no timers, no lives, no currency, and no network connection of any kind.
Features
- Four ground materials that each do something different with water
- A finite spring: what you lose on the way down, you do not get back
- 120 levels across six hillsides, plus one new hillside every day
- Sluice gates, drains and dry wells that have to stay dry
- A dig budget per level and a copper medal for finishing inside it
- Every level machine proven solvable, and not solvable by luck
- Entirely on device: no account, no advertising, no network request