Minesweeper
An illuminated almanac of small dangers.
Cozy Minesweeper with no unfair guesses, candle markers, and a generative soundtrack.
Small games, made for the feel of them. A candlelit cabinet of trifles from the studio behind Tideward.
One leaflet apiece. Pull a card from the cabinet and play; each is a quiet, finished thing, kept by candlelight.
An illuminated almanac of small dangers.
Cozy Minesweeper with no unfair guesses, candle markers, and a generative soundtrack.
A word a day, in bloom.
A daily five-letter puzzle that flowers as you solve it.
Stack the falling light.
A one-tap tower of lanterns, with a rising chime for every perfect drop.
Tend a small, shining tide.
A pocket idler, and a first taste of Tideward.
Carry a light through the dark.
A daily candlelit maze you illuminate as you walk.
Patience, by candlelight.
Klondike, dealt on illuminated cards.
Slide pigment into gold.
The viral merge classic, as illuminated tiles that gild from parchment to gold.
Sort the hidden threads.
A daily grouping puzzle: find the four secret fours among sixteen, in the Connections vein.
A wick of living ink.
The timeless Snake, reskinned as a candle-wick gathering embers across the page.
Set the quoins, sweep the lines.
Drop blocks into a parchment grid and clear rows in gold. The 1010 mechanic, made cozy.
Find each sigil its twin.
The matching-pairs game, played with illuminated almanac cards.
Fill the gilded grid.
The number puzzle the whole world knows, on illuminated parchment. Daily, with three depths.
Embers into the hearth.
Falling blocks, reskinned as glowing embers. Bank four rows at once for gold.
Quiet the stacked almanac.
Match free tiles and clear the turtle. A daily board, always solvable.
A figure from the clues.
Paint-by-numbers logic: read the clues and an illuminated picture rises.
Set them one to fifteen.
The classic sliding-tile puzzle, in glowing numerals.
Four seals in a line.
Connect four against the almanac, a wax-seal duel with a cunning opponent.
Flip the field, sun and moon.
The classic disc-flipping strategy game, played against the house.
Aim, bounce, and match three.
The beloved bubble shooter, in glowing orbs of light.
Break the gilded wall.
The timeless brick-breaker, with a wandering orb of light.
Flap toward the candle.
A one-tap flyer: thread a moth through the dim almanac, gap by gap.
Catch the rising lights.
A whack-a-mole of will-o-wisps, sixty seconds of glow and grab.
Watch, then echo it back.
The memory game of growing tones, played on a ring of candle-sconces.
Spill the page to one wash.
The Flood-It colour puzzle: flood the grid from the corner in the fewest moves.
Guess it before it gutters.
Hangman by candlelight: find the word before the candle burns away.
Words hid in the margins.
A daily word search drawn from an illuminated page.
Three in a line, then cascade.
The match-three classic: illuminated tiles that fall and chain.
Forced jumps, crowned kings.
Checkers against the almanac, wax seals on a candlelit board.
Raise the tower anew.
The Tower of Hanoi: carry the rings peg to peg in the fewest moves.
Bounce into the dark.
A rising ember, ledge to ledge, as high as you can climb.
The Arcade is where the studio keeps its small things. The long, patient one is Tideward, an idle almanac native to every Apple device, now in open alpha. If a trifle from the cabinet stays with you, the cabinet's maker has a whole world waiting.