EMBERGLASS

The whole machine, written down: every rule, every number, every seal, and a pass you can walk to prove it all still works. Spoilers throughout — this is the workshop manual, not the player's.

ONEProving it works

Two things check the build, and both are meant to be run before you trust a change.

The harness

node _tests/harness.mjs from the Emberglass folder. It pulls the simulation out of the HTML between the CORE markers and runs it with no browser at all, which is why the whole game is testable from a terminal. 131 checks at last run, and it exits non-zero if any fail.

It proves, among other things: the opening inscription and each of its five ablations; every one of the six seals opening by its intended route; the water actually arriving in the cistern after two gates are open; the lens igniting the brazier at midday; light reaching the deep monument down a fused conduit; save and load surviving a full round trip; and the soft-lock audit coming back clean.

The audit

In-game: Menu → Run the soft-lock audit. It walks every seal's requirement and proves the materials it needs are renewable and reachable, that no seal is walled behind another seal's only barrier, that every ancient barrier has a physical route that can break it, and that the last chamber has no targetable cell in its shell. A world with no undo may not contain a dead end, so this is a build failure, not a warning.

TWOControls

Do thisGet that
, drag, wheelPan. Hold Shift to pan far.
Click a cellPut your attention there. That cell is what every sentence acts on.
Click something writtenRead it. Your attention stays where it was.
Shift + clickAttend to a written cell instead of reading it.
Tab / Shift+TabStep through the notable places in view.
The 24 letter keysPut that mark on the line. Click a key's label to name it.
EnterSay the line.
Backspace / EscUnsay the last mark / clear the line.
18Say a kept phrase outright. Shift+digit keeps the line there.
0Say the last thing again.
Click a phrase slotPut it on the line without saying it.
SpaceHold the world still.
+ / Zoom. Your choice is remembered.

The one rule that governs everything: a sentence keeps working for as long as your attention stays on the cell you said it to. Move the cursor and it stops, and what it was holding relaxes at its own rate. You have one cursor. Everything difficult in this game is a consequence of that sentence.

THREEThe rules of the world

One tick per second, always running. Temperatures below are what the panel shows; internally they are tenths. The scale runs −3.0 to +5.0, and 0.0 is freezing.

Heat

Fire

Water, cold, and what water leaves behind

Growth

Light and the sun

Integrity, holding, and enclosure

Standing words

A sentence with the repeating mark in it stays where you put it and says itself every tick with no attention on it. It costs the cell it stands on 1 integrity every 8 ticks, and it dies when there is nothing left to wear through. Twelve at most, and the chalk ring will not keep one past dawn.

FOURThe language

Written here by design name. In play, every binding is seeded — see §9 for yours.

utterance := qualifier* ACT subject? qualifier*

Exactly one act. A qualifier before the act changes the act; after it changes the target. An act with no subject lands nowhere at all — that is the load-bearing lesson of the opening wall.

The eight acts

ActDoesTurned inside out by NOT
KINDLE+1.0 a tick to the targetHeat-absence: pulls 0.8 out of every neighbour and puts 0.4 into the target
QUELL−1.0 a tickCold-absence: the same trade, the other way
FLOWUnholds it and shoves it one step downhill; moves wetness into porous groundStillness — held only while you hold it
BINDHolds the cell in the state it is inMakes it refuse to be held
LOOSEReleases a hold and any kept form. Refused by ancient stoneMakes it refuse to be loosed
GROWAdvances a living thingWithers it a stage
UNMAKE−1 integrity. Refused by ancient stone
SHAPEImposes the form you then draw, and the cell keeps it. Sand, ice, glass, ore, stone, held water

The eight subjects

A subject picks what the act lands on. THIS is the cursor cell alone; every other subject takes everything of its kind within 3 cells. ALL-WITHIN floods the whole connected interior you are standing in, up to 400 cells.

SubjectSelects
THISthe cell your attention is on
STONEstone and broken rock
WATERwater, and air holding wetness
WOODwood
SANDsand
THAT-WHICH-IS-COLDanything at or below 0.0
THAT-WHICH-LIVESmoss, wood, root, and anything with growth in it
ALL-WITHINthe enclosed space you are inside

The eight qualifiers

QualifierBefore the actAfter the act
NOTturns the act inside outinverts the subject — everything but that
TWICEdouble strengthsays it twice in one breath
SLOWLYa third of the strength. NOT SLOWLY is two and a half timesgentler still
OUTWARDspreads out from the target as you hold it+4 cells of reach at once. With TWICE, doubled again
WITHINworks on what is inside the cell — its wetness, not its substancepicks out enclosed cells
AGAINleaves the sentence standing where you put it, saying itself, at the cost of the cell
BEGINNINGwith GROW: seeds new life in wet ground next doorretargets to the origin of that kind — the spring, the root
ENDINGstops what is ongoing: standing words on the cell, growth, and a fire that is burning there

FIVEThe nine compounds

None of these is stated anywhere in the world. All nine fall out of §3 on their own.

CompoundWhat it takesEvidence left lying about
Grey fused sandsand at 4.0+ for 12 ticks, then left to coolthe workshop floor, thickest at the hearth ring
Clear fused sandthe same, then a fall of 2.0 or more in one tickthe pieces by the trough at the cold end
A lensanything clear, solid, and curved by SHAPE — glass, or ice that is heldthe shattered curved thing, and the deep scorch under its arc
Gathered lighta lens in sunlight; the focus lands 4 cells along the sun's ray and drives that cell to about +3.4 above ambientthe thumb-sized scorch on the floor of the deep pool
Steam forcean enclosed wet cell at 3.0; every third tick costs all four walls a pointthe burst chamber, its pieces pointing away, and its intact twin
Frost wedgewater freezing with 2+ rock neighbours takes a point from eachthe boulder split on one clean line, with a crack that held a cup of water
Root splitgrowth 3 pressing on rock: 24 ticks per point, built stone firstthe wall that lost, with the root lying through the gap
Fertile groundash + wetness doubles growththe burn scar in the gorge, greener than the stone around it
Hardened oreore over 3.5, then a fall of 2.0 in one ticktwo discarded lumps, a scorch, and a trough that once held water

SIXThe six seals

Every one of them asks a question about a cell and opens when the answer is yes. None of them knows or cares how you did it.

SealThe questionRoutes that work
The kiln door
Region 1
Is the sconce cell burning?Anything that gets dry wood to 2.0. Two marks will do it.
The sluice plug
Region 2
Has any plug cell lost all its integrity?Freeze the water standing in the plug's crack; each freeze costs three plug cells a point. Ancient, so unmaking is refused. Steam or a root would also do it.
The crucible seal
Region 3
Is there clear fused sand inside the ring?Hold the ring's sand at 4.0+ for twelve ticks, then chill it hard in one breath.
The inner seal
Region 4
Has any seal cell lost all its integrity?Heat the enclosed water pocket against it past 3.0 and let the pressure work. The seal has 3 integrity, so three bursts. Its other walls put themselves back, so it is always retryable.
The built wall
Region 5
Has any wall cell lost all its integrity?Water down the swallow-hole wets the root lying against the wall; warm it into its window without setting it alight, and wait. Frost or steam also work if you can get water to it.
The last inscription
Region 1
Is the brazier burning?Sunlight through a held, curved, clear thing four cells above it. Or molten ore poured down the vein into the chamber. Or anything else that leaves it burning — the shell is untargetable, so the world has to do it for you.

SEVENThe ledger, entry by entry

Twenty-eight things to name, three rules of the place with nothing to call them. An entry is recorded the first time it happens on your screen — the ledger is your notebook, not the world's. This doubles as a coverage list: if you can trip all thirty-one, the simulation is intact.

EntryFires when
ignitionanything reaches its ignition point dry
spreada burning cell has a burning neighbour
standing-wordyou leave a sentence standing
residuesomething burns down to ash a thing
wet-suppressfuel hot enough to burn refuses, being wet
evaporatewetness leaves a warm cell
white-rimethe last wetness dries and leaves grain a thing
hard-waterwater freezes a thing
thawice softens back
split-by-coldfreezing water opens the rock around it
steamwater boils
burstenclosed pressure breaks a wall
heldyou hold a cell
form-kepta cell keeps an imposed form
curvethat form is a bend
fusedsand comes out grey a thing
clear-fusedsand comes out clear a thing
light-throughlight crosses a solid clear thing
gathera lens focuses sunlight
scorchthe focus burns what is under it
moltenore, glass or sand passes 4.5; stone passes 4.8
quenchedhot ore is chilled hard a thing
growtha living thing advances a stage
bloomgrowth runs double over ash
root-splita root takes a point out of built stone
regrowa root puts out new wood
collapsea cell loses its last integrity a thing
absenceyou turn a heat act inside out
heat-risea cell stands hotter than its neighbours — a rule of the place
slumploose grain slides — a rule of the place
levelwater finds its level — a rule of the place

EIGHTA verification walk

Forty minutes, in order, from a fresh world. Each step says what you should see. Keys are given for the default seed; if you are on another seed, use your own dictionary. Menu → New world with a blank seed box gives you a fresh emberglass only if you type it — otherwise you get a random one.

  1. The opening On the woodpile where you wake, say Z T D M W. A large fire spreads through the pile and keeps going with your attention off it. A gold dot marks the cell holding the standing word. Ledger: ignition, spread, standing-word, residue.
  2. The five ablations Drop W: fire, but nothing standing, and it dies when the fuel is gone. Drop T: cooler. Drop Z: one cell only. Drop M: nothing happens at all. Drop D: likewise. Minimum: D M.
  3. The kiln Say T D M on the sconce beside the kiln door. Within a dozen ticks the door grinds back. Seals tab: "your key: 3 marks · 2 would have done it."
  4. Reading Click the two inscriptions on the pit's east face, the ingots, the chalk ring's sign. Each goes from bright gold to dim on the map. Readings tab counts them.
  5. The practice ring Burn something inside the chalk ring, then wait for dawn — tick 0 of any day. Everything inside comes back; anything you left standing in there does not.
  6. Hardened ore Hold T D M on an ore lump until Inspect says "glowing through", then T G M. Ledger: quenched. Inspect calls it "harder than it was".
  7. Frost Find the water standing in the sluice plug's crack. T G M to freeze it, then T D M to thaw it, and repeat. Each freeze takes a point out of three plug cells; five cycles opens it. Ledger: hard-water, split-by-cold, thaw. The pools then drain west.
  8. Unmaking is refused Say B M at any ancient cell — a plug block, the vault seal, the built wall. "The stone does not admit it." Integrity does not move.
  9. The cold pool Watch the deep pool on the terraces overnight. It skins over on its own, the ice comes out curved because the pool is a bowl, and around midday a bright spot appears on the stone under it. Ledger: gather, scorch. Nothing was said to make any of that happen.
  10. Glass In the crucible ring, hold T D R until Inspect reads "the grains have stopped being grains", then T G R. Log: "It went hard all at once, and came out clear." The crucible seal opens. Do it again and let it cool by itself for the grey kind.
  11. Steam On the enclosed water pocket against the vault's inner seal, hold C T D M. Pressure builds, the four walls lose integrity together, and after three bursts the seal goes. Ledger: steam, burst. Wait a minute and the pocket refills itself.
  12. Light down a conduit At midday the shaft lights its own foot; the monument thirty cells west is unreadable. Fuse the sand drift along the hall floor to clear with a wide T Z D R then T Z U K G R, and light runs the length of it. Or burn the bones beside the monument instead. Ledger: light-through.
  13. Root and patience With water in the channel, warm the root against the built wall with K D M — gently, it catches fire at 2.5 — then N M to hold the heat in it. Growth climbs to 3, then it bores. About two minutes of world time. Ledger: growth, root-split.
  14. The water route With the plug and the wall both open, water runs from the terraces, down the swallow-hole, west along the channel, and into the cistern above the sealed chamber. Watch it arrive.
  15. The finale Freeze the cistern water with T G J. Say E M and drag a bend across it. Hold it with N M. Take your attention away and wait for midday. Light goes down through the clear stone, gathers on the brazier four cells below, and it takes. The seal reads "opened by the world," because nothing was said.
  16. The ending The last inscription is lit from below and reads back in your own words — whatever you called those four marks. Nothing else in the game does that.
  17. Save Reload the page mid-run. Tick, world, dictionary, ledger, phrases, standing words and log all come back. Then Menu → audit: no dead ends found.

NINEYour seed's marks

This is the answer key. Every binding below is generated from the seed emberglass, which is the world you get on first load. Reading it ends the game as a game — it is here so a build can be verified in minutes rather than hours. A new seed rebinds all of it.

The eight radicals

Every mark is built from these, in fixed places on a 3×3 tile with a dot at the centre. Crack this and you can read a mark you have never seen.

MarkWhere it sitsMeans
otop leftheat
\top middlebinding
ctop rightorigin
nleft middleflow
+right middlerepetition
-bottom leftnegation
=bottom middleself-reference
ibottom rightinteriority

So o alone is to kindle, o with - is to quell, and o - = is that which is cold — heat, negated, made a thing. The subjects all carry =; the acts never do.

The twenty-four keys

KeyKindIsBuilt from
QsubjectALL-WITHINself + interiority + repetition
WqualifierAGAINrepetition + flow
EactSHAPEbinding + interiority
RsubjectSANDself + repetition
TqualifierTWICErepetition
YsubjectTHAT-WHICH-LIVESself + origin + repetition
UqualifierNOTnegation
IsubjectTHAT-WHICH-IS-COLDself + heat + negation
AqualifierBEGINNINGorigin
SsubjectWOODself + origin
DactKINDLEheat
FactFLOWflow
GactQUELLheat + negation
HqualifierENDINGorigin + negation
JsubjectWATERself + flow
KqualifierSLOWLYflow + negation
ZqualifierOUTWARDinteriority + negation
XsubjectSTONEself + interiority
CqualifierWITHINinteriority
VactGROWorigin + repetition
BactUNMAKEbinding + interiority + negation
NactBINDbinding
MsubjectTHISself
,actLOOSEbinding + negation

The two inscriptions on the first wall

The opening: Z T D M Woutward, twice, kindle, this, again.
The last: A D I Cbeginning, kindle, that-which-is-cold, within. A cold that burns.

The scholar's error

His second entry glosses the single mark on the sluice plug as water. It is NBIND. He wrote water against it in four places and could not understand why the pools would not go down. Anyone who trusts him carries that mistake until they test it.

TENWhat is not proven

Deviations from the design spec, with reasons, are in NOTES.md beside the game file. The simulation lives between the CORE markers in Emberglass.html and touches no DOM, which is what makes all of the above checkable from a terminal.