Choose your clay crew
The keeper has pulled the great mooring tight; the islands are buckling. Take a friend, open the crossings, and loosen the knot.
Ground the third strike for a teammate opening. Longer reach, slower recovery; gives up the launch.
Send a light foe away with a stronger third strike. Less reach and slower recovery; costs close follow-ups.
Ripple returns a little Fold time after your weapon connects, twice each fight. Choose it for more Fold openings; it replaces your small repair helper, if equipped. Your fighting teammate stays.
Off. No checkpoint is read or written unless you turn this on.
Continue starts the saved chapter again with earned choices and claimed rewards kept. It does not restore a live fight.
Erase the saved checkpoint from this browser? Your current expedition stays open.
This browser only. Browser settings can clear this data. Turning saving off keeps any existing checkpoint and stops further access; there is no account or cross-device sync.
Your pack 0 earned points · this run
Find weapons and small helpers along the islands. Clearing a fight you helped win earns a training point.
Keep your familiar reach and quick recovery. The third ground strike launches a light foe for an air follow-up.
Your selected fighting teammate remains with you.
Returns your spent ranks. Lowering Defense also lowers health capacity; this never heals or refills helper uses.
Choose a new weapon or helper whenever you pause. Each helper keeps its own spent uses and progress for this fight, including when you choose None. Your teammate is a separate choice. New expedition starts fresh. Optional browser checkpoints can keep earned choices across a reload.
Field guide · controls & details
Clay sounds and voyage music are separate, optional choices above. They use quiet local synthesis and start only when you choose Start or Resume.
Play upright or sideways; landscape gives you more room. Left thumb: drag to move. Right thumb: tap or hold Attack for your three-strike ground chain. A fresh tap during recovery queues one follow-up, never a long automatic string. Tap Attack, release, then tap Jump for a rising weapon strike. You can do this with one right thumb while the left thumb keeps moving. Jump by itself makes an ordinary leap. Attack near a lifted foe to catch it in the air; steer to follow. Fluid has a quicker four-strike air allowance; Root has three heavier strikes. Catches extend a successful exchange briefly, but misses and landings end it. High air attacks do not reach a grounded foe: descend or use a ground approach.
Tap Dodge to escape immediately. Keep that same contact held after the roll to guard the direction you face; steering turns the guard and moves slowly. Guard has a limited capacity and can be beaten from behind. A block gives a brief counter opening. Release Dodge and tap Attack for Fluid's sideways sweep or Root's narrow front-plate opener. Attacking, jumping or casting leaves guard. Ordinary light foes can be interrupted by a true weapon hit; the marked swings of armored plates and the keeper remain committed. Watch their warning and escape, flank or defend. Getting hit has a brief hurt or knockdown and recovery; the safety interval stops immediate repeated damage.
Fold points where you face when cast and has visible preparation, contact and recovery. Fluid gathers foes for a paddle chain; Jump + Fold makes a rising coil sweep. Root raises a ridge that launches; Jump + Fold drives a downward press. After Fold connects, tap or hold Attack: Fluid circles into Undertow, while Root catches into Settle. Air Fold opens an airborne follow-up. After a successful air weapon catch, Fold can spend the remaining air chain on a release: Fluid sends a foe sideways; Root presses it down. A missed Fold gives no special branch. Powers prepare a weapon opening for you or your teammate. Dodge interrupts your own power. Taking damage, canceling a contact or pausing clears queued follow-ups. Keyboard: WASD or arrows move, J or Space Attack, I to jump, L Fold, K or Shift Dodge/hold to guard, Escape Pause.
Your chosen teammate uses its own weapon, powers, defense and aerial opportunities while you engage. It can take damage and cannot hurt allies. If it falls, stand close, release movement, and hold Dodge to reform it. Your fighter guards in place for a moment; releasing or taking a hit interrupts the attempt. This recovery works once per encounter. Each island is a continuous path through three encounters. Defeat every foe, then travel right. The first gate and final keeper can shake a marked clay lane: leave the warning, jump, dodge or face the source to guard. The opposite lane stays clear. The keeper's second half brings renewed pressure. Its defeat ends the remaining surges.
Look off the main path for a weapon cache and little floating support helpers. Walk close to discover them; they are separate from your chosen fighting teammate. Pause to open Your pack, equip a weapon role, choose a helper or spend earned points. The pack also opens at the rest between islands. You can return training points and rebuild without healing, or reshape your earned Wide/Brace Fold. A fight you helped win earns one point, after all reserves are beaten. Develop Attack, Defense, Power or Speed up to two ranks each. Defense expands health capacity without instant healing. Long weapons trade recovery for reach; dense weapons trade reach/recovery for a stronger ground finisher. Helpers have finite benefits during a fight, so they support your attacks without doing the fighting for you.
Break repair pots for a small repair to a nearby living crew member. Strike a clay chime with Attack or Fold to soften nearby foes for a weapon follow-up; then it grows a tiny lid-wearing sprout. Pots, chimes and finds are optional. Crossing to a new island repairs two health and reforms a downed teammate; the next clearing on the same island does not. One additional Wide or Brace power choice follows the first island. Your defeat ends the run.
New run or Restart starts a fresh expedition. Optional Save progress in this browser keeps a checkpoint of your crew, earned choices and claimed rewards at the current chapter’s beginning. It is off by default: nothing is read or written until you enable it. A chapter checkpoint restarts that chapter, not a live fight. A pending technique choice or completed expedition reopens its appropriate menu. If saving is blocked or another tab changes the checkpoint, the menu reports it; refresh before choosing which expedition to keep. Erase requires its separate confirmation. Turning saving off does not erase a checkpoint. This browser’s settings can clear the data; there is no account or cross-device sync. Switching apps, hiding the page, genuine focus loss, rotation or width changes pause play and release held input. Height-only browser changes release relocated controls without an unnecessary pause. Optional sounds and music use local synthesis, no recordings, microphone or saved preference. Native gestures, comfort, sound and performance still need phone review. No online play is enabled.