CAIRN
She starts at the summit and walks toward the front door, eight stops, setting stones back where the wind has toppled them. Each cairn marks the way, so that whatever is left of her husband can follow the stones home.
Then the season turns, and she walks it again.
The cairns are still standing when you come back.
Exactly as you left them, minus what the weather took. Winter knocks the tops off. A wet spring shifts the base. Autumn finds the stone you hid badly and it does mean the one *you* hid badly, because the wind takes the worst-set stones first. Build well andyou come back to less work: a cairn that stood through a whole season needs nothing from you but a look.
That is the whole reward system. No timer, no score, no fail state. The wind takes things down; she sets them back.
The physics are honest.
The game traces the image and builds the collision shape from its outline, so what you see is what stacks. Flat sides hold. Round sides roll. Nothing is decided by a dice roll you can't see.
*How it plays
- Click a stone to pick it up, click again to place it
- Q / E or the scroll wheel to turn it; R finds the flat side
- Esc to put it back
- Touch works — rotate and flat-snap buttons appear on mobile (landscape)
- A walk takes about ten minutes; it saves at every cairn
| Published | 1 day ago |
| Status | In development |
| Platforms | HTML5 |
| Author | <GoldenPanda> |
| Genre | Interactive Fiction |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds |
Development log
- The walk continues1 day ago




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