The loop, what she holds, what the player presses, what stops being their job, and the one structure every show in the game is made of.
The same six steps at every scale, from one oil lamp to a picture palace.
gather at a node -> carry the stack -> drop at a station
^ |
| v
spend on the next tile <- sell or stage a show <- collect the outputThe single most important structure in the game. Design it once and all five eras are one game; get it wrong and they are five.
Show = { instrument, frames: Frame[], light, venue, audience }
Frame = { image, beat, spot?, facing?, cast?, seconds? }Eras 1 to 3 fill image and beat. Era 4 starts fillingspot. Era 5 fills all of it. The editor gains a half each era instead of being thrown away and replaced.
| Era | Editor | Fills |
|---|---|---|
| 1 | A tray of puppets, dragged into a strip of three | image, beat |
| 2 | A tray of painted slides, dragged into a strip of six | image, beat |
| 3 | Twelve cels, drawn or bought, dropped into numbered slots | image, beat |
| 4 | The strip, plus a map pin for where the plates were exposed | image, beat, spot |
| 5 | Walk the camera to the spot, turn it, cue the cast, crank | everything |
The same record five times, so the structure above is arguable rather than abstract.
| # | Image | Beat | Pitch | Spot | Cast |
|---|---|---|---|---|---|
| 1 | reeds, still | 2 | 294 Hz | — | — |
| 2 | heron stoops | 1 | 440 Hz | — | — |
| 3 | heron with the fish | 3 | 196 Hz | — | — |
Shadow stage, lit by oil flame, played to children at the quay. Three frames and a held beat. The beat on the last frame is the whole joke, and it is the first thing the game teaches about timing.
| # | Image | Beat | Pitch | Spot | Cast |
|---|---|---|---|---|---|
| 1 | a calm harbour | 3 | 220 Hz | — | — |
| 2 | the squall | 2 | 185 Hz | — | — |
| 3 | the squall | 2 | 185 Hz | — | — |
| 4 | faces under water | 4 | 156 Hz | — | — |
| 5 | a calm harbour | 3 | 220 Hz | — | — |
Phantasmagoria room, lit by condensed lamp, played to the fairground crowd. Subject and mood both hit, so it pays 1.4x. Staged for the temple instead it pays 0.6x, and Sister Aldis closes it for a week.
| # | Image | Beat | Pitch | Spot | Cast |
|---|---|---|---|---|---|
| 1 | held high | 1 | — | — | — |
| 2 | tipping over | 1 | — | — | — |
| 3 | swinging down | 1 | — | — | — |
| 4 | halfway down | 1 | — | — | — |
| 5 | nearly down | 1 | — | — | — |
| 6 | on the iron | 1 | — | — | — |
| 7 | bouncing up | 1 | — | — | — |
| 8 | rising | 1 | — | — | — |
| 9 | shoulder high | 1 | — | — | — |
| 10 | drawn back | 1 | — | — | — |
| 11 | top of the swing | 1 | — | — | — |
| 12 | about to fall | 1 | — | — | — |
Praxinoscope theatre, lit by limelight, played to the guild. Twelve frames that must close the loop. Eleven is a stutter the player can see, which is how the era teaches sequence without a word of text.
| # | Image | Beat | Pitch | Spot | Cast |
|---|---|---|---|---|---|
| 1 | plate 1 | 1 | — | Clockwork Lane racetrack | — |
| 2 | plate 2 | 1 | — | Clockwork Lane racetrack | — |
| 3 | plate 3 | 1 | — | Clockwork Lane racetrack | — |
| 4 | plate 4 | 1 | — | Clockwork Lane racetrack | — |
| 5 | plate 5 | 1 | — | Clockwork Lane racetrack | — |
| 6 | plate 6 | 1 | — | Clockwork Lane racetrack | — |
| 7 | plate 7 | 1 | — | Clockwork Lane racetrack | — |
| 8 | plate 8 | 1 | — | Clockwork Lane racetrack | — |
| 9 | plate 9 | 1 | — | Clockwork Lane racetrack | — |
| 10 | plate 10 | 1 | — | Clockwork Lane racetrack | — |
| 11 | plate 11 | 1 | — | Clockwork Lane racetrack | — |
| 12 | plate 12 | 1 | — | Clockwork Lane racetrack | — |
Zoopraxiscope gallery, lit by daylight and magnesium, played to the guild. The first sequence taken from the world rather than drawn. `spot` starts being filled here, and Orso cannot explain it.
| # | Image | Beat | Pitch | Spot | Cast |
|---|---|---|---|---|---|
| 1 | the ferry comes in | 1 | — | The Reedbank, era 1 ground | Nenna, dockhands |
Nickelodeon, lit by electric arc, played to the whole street. One shot, every field filled, standing on the bank where she dug the first clay. The map from era 1 is the location, which is the payoff for never closing a district.
What the drawing desk draws, a cel a position. Twelve in order close the loop; the twelfth leads back into the first.
| Motion | Subject | Mood | Positions |
|---|---|---|---|
| the hammer | work | instruction | 1. held high · 2. tipping over · 3. swinging down · 4. halfway down · 5. nearly down · 6. on the iron · 7. bouncing up · 8. rising · 9. shoulder high · 10. drawn back · 11. top of the swing · 12. about to fall |
| a horse | the news | instruction | 1. all four down · 2. hind legs push · 3. forelegs reach · 4. stretched out · 5. forefoot lands · 6. both forefeet down · 7. hind legs swing under · 8. all four gathered · 9. off the ground · 10. hind foot lands · 11. both hind feet down · 12. forelegs lift |
| a juggler | the comic | laughter | 1. three balls in hand · 2. first ball up · 3. second ball up · 4. first ball at the top · 5. third ball up · 6. catching the first · 7. second ball at the top · 8. throwing the first again · 9. catching the second · 10. third ball at the top · 11. catching the third · 12. about to throw |
| a wheel | work | wonder | 1. spoke at the top · 2. turned a twelfth · 3. turned a sixth · 4. turned a quarter · 5. turned a third · 6. turned five twelfths · 7. spoke at the bottom · 8. turned seven twelfths · 9. turned two thirds · 10. turned three quarters · 11. turned five sixths · 12. turned eleven twelfths |
| a bird | far places | wonder | 1. wings up · 2. wings starting down · 3. wings level · 4. wings pushing down · 5. wings down · 6. wings folded under · 7. gliding · 8. wings lifting · 9. wings level again · 10. wings rising · 11. wings high · 12. wings spread wide |
A strip of one cycle's twelve positions in order runs smooth and pays ×1. A frame out of place, a missing twelfth or another cycle's cel makes it stutter, and it pays ×0.5: at the toy seller's and in the praxinoscope theatre. A disc of the rig's photographs is judged the same way, and each frame's sharpness counts too, averaged over the disc: sharp ×1, soft ×0.75, grey ×0.25. A grey frame also stutters.
After its first loop the guild commissions a motion, one at a time: a smooth strip of it looped in the theatre pays once, on top of the show, and the next opens.a horse: 60 coins, 20 wonder · a wheel: 80 coins, 25 wonder · a bird: 100 coins, 30 wonder.
coins = base(instrument) * match(audience, show) wonder = base(instrument) * match(audience, show) * novelty(showType) * dye(frames)
Novelty starts at 1.00, steps down 0.08 each performance and floors at 0.20. It resets on any change to the frame list. Each frame is a third of the wonder, and a dyed frame's third is ×1.65; dyeing a puppet in a show changes its frame list. Coins do not decay, so an old show at its floor is still a living — the newest show carries progress, the old ones pay the rent.
| The show hits | Factor |
|---|---|
| subject and mood | 1.4 |
| subject only | 1.1 |
| mood only | 0.9 |
| neither | 0.6 |
Subjects: animals, work, disaster, the sacred, the comic, far places, the dead, the news. Moods: wonder, fright, laughter, reverence, instruction. The same show plays differently to a fairground and to a lecture hall, which is what keeps a small film worth making.
| Who | From | Wants | Mood | Seats |
|---|---|---|---|---|
| Children at the quayThe Reedbank steps, then wherever the show goes. Pay almost nothing and come back every single night. They are the novelty meter with a face. | Era 1 | animals, the comic | laughter | 8 |
| DockhandsThe Slip, after the ships are unloaded. Want to see their own job on the screen. The first audience that pays properly. | Era 1 | work, disaster, the comic | laughter | 20 |
| The templeAbove the Reedbank. Pays best and asks what the show is for. Refusing them costs coins and buys wonder. | Era 1 | the sacred, the dead | reverence | 40 |
| The fairground crowdGlassmakers' Slip. Came to be frightened. The phantasmagoria was built for them. | Era 2 | disaster, the dead, far places | fright | 60 |
| The guildClockwork Lane. Will pay to be shown how a thing moves. Turns a trick into a commission. | Era 3 | work, the news | instruction | 25 |
| The gentryAbove Silver Quay. Pay for portraits of themselves first and only later for a show. | Era 4 | far places, the dead | wonder | 30 |
| The whole streetThe Arcade. Everyone at once, which has never happened before. This is what the palace is for. | Era 5 | the news, the comic, disaster, far places | wonder | 300 |
Three, and only wonder opens a district.
| Currency | Earned from | Spent on |
|---|---|---|
| MaterialsPhysical. Carried on her back, visible, never a number in a corner. | Nodes and stations | Station inputs, build tiles |
| CoinsNever decay. An old show at its novelty floor is still a living. | Selling the era product, ticket takings | Build tiles, helpers, upgrades |
| WonderDecays per show type. Stops the player grinding coins past the content. | Shows only | District gates, research |
| Orientation | Portrait, 9:19.5 |
|---|---|
| Camera | Locked isometric, no rotation, no pinch |
| Move | Floating joystick under the left thumb on touch; WASD and arrows on desktop |
| Act | Nothing. Standing in the right place is the action |
| On the glass | One quest banner at the top, currencies top right, nothing over the character |
The parts era 1's first slice draws over the world, as the game reads them.
| Part | Shows | Rule |
|---|---|---|
| Pad | A ring on the ground by a place: in where she gives, out where what it made waits | Standing on it is the action. There is no button; what the place holds is shown on the place. |
| Banner | Why the next step, at the top; the show’s title while it plays; a first, once, when she does it | At most 5 words. From the lamp catching to the last frame the show’s title stands in for the caption. A first waits 1.2 s behind a new caption and is said for 2.2 s. |
| Tag | Over the marked pad: what the place takes and what it gives, with how many are there so far. A station its job, a build site what it is built of, a node what it gives, a stall the trade | Built by whatever marks the pad: the lesson’s step, or the place’s call. It fills as she works and lights once the place has what it wants. It keeps above her head and is off while a show plays; too wide for the glass, it drops its words and keeps its marks and counts. It is read, never tapped. |
| Counts | Clay, lamps, hide, charcoal, puppets, wonder and coins in the corner | A count appears when she first holds the thing and is written in words, singular for one, until she spends some. At 0 it leaves once it is done with (the lamp once it is on its stand, clay once the lesson is over, hide and charcoal at once) while nothing in frame would fill it, and comes back when it rises or the place that gives it comes into frame. A payment flies in, 0.8 s a piece. |
| Card | A thing’s name, its line in the history of cinema, its excerpt folded shut under a “More”, a station’s recipe | Opened by a tap on a count or a place she has stood at. The next tap or step closes it; a tap on “More” opens or shuts the excerpt instead. The one tap in the game. |
| Tray | The strip of three the show plays, and under it the puppets she has, each as its black cut-out | Opened by a tap on the sheet from the stage’s pad between shows, once she has puppets of her own; the first time by stepping on. A puppet is tapped or dragged into a slot. It stands along the bottom, or down one side where that would cover her, the sheet or the children. A tap on the world closes it and plays the show; stepping off closes it. While it is open the lamp is turned up to 80% of a show’s, so the shadow on the sheet reads beside it. |
When each part first appears, and what the player has done to earn it, is on theopening page.
Replaces the player one route at a time. She is always doing the newest job by hand while everything older runs itself.
| Tier | Unlocks | What it does | Limit |
|---|---|---|---|
| Helpers | Era 1 | A hired person walks one fixed route, node to station or station to station | Carries 3 to 10, walks at her speed |
| Carts | Era 2 | Upgrades a helper route to a cart on a track, moving bulk | Fixed track, costs brass and timber |
| Belts | Era 3 | Clockwork conveyors link stations directly, no walker at all | Needs gears, and power from era 5 |
| Performers | Era 2 | A hired performer runs a show on a loop | Pays 70% of hers, so performing stays worth doing |
The helpers era 1 hires, each on the hiring pad beside the jetty's. A helper walks its pads in order and round again; its round is drawn on the map.
| Helper | Price | Carries | Route |
|---|---|---|---|
| Hired hand | 80 coins | 3 | goatpen out → charcoalburn out → puppetbench in |
The rule of three minutes. A new station is hand-fed for2 to 3 minutes before its helper becomes affordable. Shorter feels unearned; longer is a chore. Offline, belts and helpers keep working for up to 2 hours; shows do not run, so wonder always needs her.
Deliberately few, all bought by standing at a post in the world.
| Target | Upgrade | Per level | Levels |
|---|---|---|---|
| Vela | Carry capacity | +2 items, from 5 | 15 |
| Vela | Walk speed | +5% | 10 |
| Vela | Gather speed | +10% | 10 |
| Vela | Showmanship | +10% coins and wonder from her own shows | 10 |
| Station | Speed | -10% process time | 5 |
| Helper | Speed | +10% walk speed | 5 |
| Helper | Capacity | +1 item, from 3 | 7 |
Roughly 8 to 10 hours of active play. Targets to test against, not measurements.
| Era | New mechanic | Target play | Gate wonder |
|---|---|---|---|
| 1. Shadows | The basicsGather, carry, drop, build, perform, hire. Every later era adds to this and never replaces it. | 20 min | 50 |
| 2. Glass | Heat and recipesFurnaces burn fuel and take time. A recipe needs several inputs at once, so a station can starve on one of three things. | 45 min | 300 |
| 3. Turning | SequenceA show stops being a handful of images and becomes a strip: twelve frames in a fixed order, and the order is the craft. | 75 min | 1,200 |
| 4. Silver | Timers and spoilageA sensitised plate is alive for a few seconds. Carry it too slowly and it dies. This is the first time walking speed is a puzzle rather than a chore. | 90 min | 4,000 |
| 5. Celluloid | FireNitrate stock near an open flame builds heat and then burns. Flame has paid for everything until now; here the player has to get rid of it. | 150 min | finale |