Plan with time frozen
Drag brass Job Cards into the room, even into mid-air, and hang gears, belts and steam pipes on the back wall. Nothing moves until you say so, and you can rearrange as often as you like.

Free on Android · Portrait · Plays offline
Plan the route. Pull the lever. Watch it work.
Deep inside a sleeping orrery, a little brass automaton has one job: carry the Sun Spark to the furnace. It can't be steered. It walks, it turns at walls, and it does exactly what your plan tells it to. Lay the Job Cards, mend the gears, then pull the lever and see if your machine holds together.
400 rooms4 wings8 job cards1,200 cogs to earn
How it plays
Each room is a cross-section of a clockwork cabinet: floors, gaps, lifts, presses and gear trains. The furnace is somewhere you can see. Getting there is the puzzle.
Drag brass Job Cards into the room, even into mid-air, and hang gears, belts and steam pipes on the back wall. Nothing moves until you say so, and you can rearrange as often as you like.
The machinery spins up and the Courier sets off. From here you only watch, or tap to speed things up. All the skill is in the plan.
Get the Sun Spark home and a delivery docket feeds out, stamped PASSED. Solve it with the fewest pieces possible for all three brass cogs.
In-game captures · Nothing staged
Every delivery brings the orrery closer to turning again.
Cards where the Courier needs them, gears where the room needs power.
Paper floors, book lifts and rolling ladders.
Presses slam on a rhythm. Arrive at the wrong moment and it's over.
Gears, belts and crossed belts set which way every winch turns.
Connect boilers to vents and ride the blast upward.
The last wing asks for everything you've learned.
The fewest pieces wins, not the fastest time.
Why it sticks
No reflexes, no timers, no guessing what went wrong. Just a room, a few pieces, and one satisfying run when everything lines up.
Each of the 400 rooms was solved exhaustively by computer to find the true fewest pieces. Match it for three cogs. One over earns two. Any delivery earns one.
When a plan goes wrong you see exactly where: a fall, a blade, a press. The Courier rattles apart, your pieces stay where you left them, and a faint trail shows the path it took.
Unsure what a winch, a vent or a crumbling floor does? Tap it. A card opens with a little looping demo, run by the same rules as the room itself.
Gears reverse at every mesh, ratio gears double the speed, crossed belts flip direction and two drives forced to fight jam the whole train. The rules are simple; the rooms are not.
A wind-up waltz plays in time with the Courier's steps, in a different key and colour for each wing. Every sound in the game is built from scratch.
Cogs unlock new gear finishes and paint for the Courier, from Nickel and Rose Gold to Mother of Pearl. Earned by playing, never sold.
The toolbox
Each card works once, wherever the Courier first meets it. Each part goes on the room's back wall. Every one is taught by a room of its own before it's mixed with the rest.
Four wings · 100 rooms each
Each wing has its own look, its own music and its own machinery, and ends with a finale that asks for everything before it. Earn cogs to open the next.
Warm wood, gear trains and drawbridges, where every card and part is taught one room at a time.
Towering shelves in shafts of amber light, with book lifts, message tubes and floors of rotten shelving.
A brass-vined glasshouse of potting belts and pressure plates, where the Courier's own path controls the room.
Dark stone, glowing water and steam. Vents, pumps and sluice gates in the hardest wing of all.
The Sun Spark is waiting
Free to play. Plays offline. Built for one hand and a portrait screen.
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