A small game · the whole book, carried
Exactly One Pie
Someone is destined to spill exactly one pie. The prophecy has been very clear about the number and no help at all about the name.
Someone in a hat carries it, level, through the book, chapter by chapter, while the land streams down at them and the chapter’s own words go by on either side. Its wonders wait up the lanes; step ahead to keep them.
The prophecy always holds. What changes is who carried it, how far, and how many clowns went home happy.
- ←→ step across
- ↑↓ step ahead, or back
- Space hop over low things
- X throw along the needle (or click where)
- QE turn the needle; it stays where you leave it
- Esc pause
- Under the screen: the story beside it, zen, fullscreen
- On the road: walk a glowing word to read it, land a hop on a word to mark it, let a slice come down on one to feed it; five kept make a found line. In ? Ask, tap a word for its sentence.
On a phone, under the screen: the pad is the lanes in small; touch or slide to where you want to stand and the carrier walks there. Hop and throw sit under your other thumb; slide along throw to turn the needle, and let go. In the lanes themselves a drag still steps and a tap still throws. ⚙ Setup puts arrows on the screen instead (in a row, either side, or a cross; under the screen, at its edges, or over it), says what a tap and a double tap do, and lets a quick swipe up hop.
Nobody has carried it yet.
Chapter One Dawn in Boon.land
Waiting in this chapter
Steer into a wonder, up the lanes, to keep it.
The show, so far
Points, as they came
How points work
Each one, kept, goes into your almanac and gives the carry something: light, echoes, a honk, a moment unkept.
What everything is
In the lanes
The way through The land comes in rows, and every row leaves a way through, never more than a step from the last. Step across, or ahead and back: four steps up the lanes, where the wonders wait and what is coming comes sooner. Or hop: low things pass under you, and a slice thrown at the top of a hop is lofted like one off a ramp.
Height Everything in the lanes stands at a height, marked by its ring: ⤒ low, and a hop clears it; ⤒⤒ taller, and only a high hop clears it (the third hop of a chain, each hop taken soon after a good landing); ▮ too tall to hop; and things in the air pass over the hat. A gauge beside the carrier shows how high a hop is going. The lanes gain height from Chapter Four, games from Six, and depth from Ten.
The tilt The tilt is what is at stake. Every step tilts the pie a little, hurried steps more; a knock tilts it a lot. Step under the direction it is tipping to catch the balance, or hold your lane a breath to poise the plate: a poised throw costs no tilt and widens the gold window. A deft hop just as something low reaches your feet steadies the landing. The red ring beside the pie, and the level under the screen, show how far it has tipped. Full, it spills.
The aura The pie in hand stays whole because an aura keeps replenishing it, and the aura needs two ingredients: flour for the crust, boonberries for the filling. Every slice you throw draws on both; a slice that reaches nobody costs more. Run either dry and the slices go without it (the clowns are not particular), and a thin pie tips more easily. Keep both high and the pies grow: the pie in hand swells, and every slice is bigger, reaches wider, and satisfies more. The two levels at the foot of the screen show what is left.
Flour in the air Flour in the air feeds the two pies of the quinary five: a burst bag, a slice into a bag, a kicked-up pile, a march of Mimes Against WAP shaking out their placards. It brings them sooner, and makes whichever is here stronger.
Knocks the pie
A red zone at the foot; it pulses when it is coming down your lane. A knock tilts the pie by the amount shown (the porter takes it best, a clown worst), and some take something more. Then a breath of grace, while the carrier blinks. Tilted to the top, it spills: exactly once. Low things marked ⤒ can be hopped clear.
- Bronze post · tilt +50%Curves for everyone. A thrown slice bends round it toward the nearest face, and counts as Perfect.
- Field stone · tilt +60% · ⤒Older than the furrow. Has never moved for anyone. Hop it.
- A hole · tilt +55%, a step back · ⤒Freshly dug, in the field; a cobble gone, in the lanes. In and out again, a step further down the lanes. Hop it.
- A ditch · tilt +60%, a step back · ⤒Across every lane, in the field and at the gate. No way round: only over. Time the hop.
- Pane of Bonk glass · tilt +45%It remembers being struck. A thrown slice banks off it as a Perfect shot, and a whole slice splits off a remembered shard.
- Crown-wasps · tilt +25%, − fillingThey knew sweetness before anyone. Sting the filling, and snatch a thrown slice.
- Gate-pigeon · tilt +25%, − crustPecks the crust, and takes any slice thrown past it.
- Spool · tilt +30%, tripped · ⤒Rolls a little in its own lane, and trips you a lane over.
- Pie-dividers · tilt +30%, − bothTwo night-school pupils, two lanes, measuring for luck. It comes out even. It never does.
- A mime · tilt +30%In the lanes, the plaza and the court. Silent. A slice thrown at one is caught in an invisible box; a lofted slice sails over it.
- The wall it is miming · tilt +45%Beside every mime, a lane over: invisible, and also there. A shimmer and two gloves show where. It boxes low slices too.
- Mimes Against WAP · tilt +45%A silent protest across the lanes, placards blank but one. One gap. Any slice thrown into them is boxed; through the gap, or over them off a hop or a ramp. Mr. BaneWAP likes to say he organised them.
- Pane-snail · tilt +35% · ⤒Was there first.
- Feast clerk · tilt +35%Carries a DAMAGE slip. Share a whole slice with one and they stamp it SETTLED and step aside.
- Subject · tilt +40%Halfway through an errand. Share a whole slice and they trade you crust from their loaf.
- Chair · tilt +45%Pulled out for someone else.
- Rented throne · tilt +55%The rented court. Gilt over pine.
- Long table · banner · tilt +45–60%A whole row with one way through. At the table, the empty place. A fallen banner can be hopped; the table cannot.
Slips and setbacks
A blue zone, dashed. Not a knock, but not nothing. All of them can be hopped clear.
- Bag of flour · story set backCrust for the aura, and it pushes you back in the story: the track at the top shows where. It never slows the carrier. Throw a slice at a bag and it bursts into a pile.
- Puddle · tilt +36%The pie slides.
- Frost · the next step slidesIn the field. Your next step across goes a lane further than you meant.
Go toward
These glow.
- ClownClowns love WAP: a pie in the eye. Each wants so much pie, shown as pips over its head: a whole slice fills one (more, the richer your aura), a Perfect twice that, a slice short of crust or filling half, crumbs a quarter. Satisfied, it goes home delighted and tosses back whatever your aura is shortest of; wanting more, it follows the pie. Step into one, or throw along the needle from the pie. It holds where you leave it: turn it with Q and E, point at a face, drag it round from the pie, or tap right where to throw. When it lines up with a clown’s face the ring turns gold. Dead centre, off a wall, off the glass, or off a ramp is Perfect and counts twice. WAPs close together are a combo: the pie steadies, and from three a slice is ready at once.
- A wonderOne of the land’s own, from this chapter: it waits a moment up the lanes, then goes about its business. Step ahead and into it to keep it in your almanac, and it does in the lanes what it does in the book, keeping you company while it lasts. Torch-ants light your lane the way they light the roots, and the furrows ahead come up warm; echo-wrens perch on the pie and say your throws again; the lag-stag’s prints land a beat late, and so does the land; remainder-moths lead the needle to the nearest face; pane-snails forgive the panes ahead. Every gift is a Spw spell you can read and change on the bench.
- Baneberries · they foretellPlum-black, a cold violet sheen: what Mr. BaneWAP is made of, and a prophecy that keeps itself. Let one past the pie and it foretells something for its lane (wasps, a spool, a stone), posted at the top in violet, and it comes because it was said; one foretells a flinch, and whoever waits for it in that lane flinches. Step on one and it never says. Pass a thrown slice through one to sweeten it: then it foretells boonberries. Mimes gather them for Mr. BaneWAP, and each makes his scheme last longer.
- A slow beaverIn no hurry. Steer into one and for a while the land goes at its pace, and you do not, and everything sounds a little muffled, as if heard through slow time. Boonberries it planted come up behind it.
- A warm furrowIn the field. Something keeps it warm from underneath: a little crust, a little filling, a little steadier.
- Something warm, egg-shapedNow and then, at the very top of the lanes. It is not for taking. Pass close, and the pie settles faster for a while, and the next knock is forgiven.
- Boonberries · they foreseeTeal and amber, lit from within: the filling, and a kindly foretelling. Step through them and for a moment the clear way up the lanes shows in teal, before you need it. Whether the berry showed it or you remembered it, the lane does not say.
- Boneberries · they feedBone-white, a dusk-red blush, a faint smoke. Savoury: they taste of the place they grow (burnt ends in Bonk City, rib tips in Bone.land, falafel at the parcel gate). Grown, not raised. Crust and filling both, and for a while your steps tilt less.
- An arrow on the track · from FourStep on it and the needle points where it points, and holds: every throw while it holds is Perfect.
- A weathercock · from FourBy the lanes. Pass close and your needle swings the way it points.
- A brass horn · a gameStep into it and a game begins: Vane Alley, The Parade, or (from Ten) The Long View, where the road recedes.
- Pile of flourA little crust underfoot. And a ramp: a slice thrown over a pile is lofted clean over whatever is next. Piles in a row loft it further.
- BoofCrosses the lanes on her own business. Brush past her and the pie steadies.
- Off switchMr. BaneWAP always leaves one. Step on it, or hit it with a slice, and he is foiled. His rented wind drifts slices too.
Two of the quinary five
They come and go, never together, and they talk.
- Mr. BoonWAPA sentient pie who means well. While he holds court, clowns flock, every pie finds an eye, he pours filling back into your aura and catches any slice you waste, and he says one true thing about the land. Flour in the air feeds him: he throws faster, pours crust, and stays longer.
- Mr. BaneWAPHis foil, made of baneberries: the more he is brought, the fuller he sits and the longer his schemes run. A rented wind, a tax on every step, the lanes re-let, a march of Mimes Against WAP. Flour in the air feeds him too: his scheme quickens and lasts. Foiled, he says more than he means to.
Under the hat
It is not always him. The hat settles on someone, and at a new chapter it may move on. Each carries differently, and each has a knack; their faces say how the carry is going.
- The figure in plain linesThe one the hat was made for, perhaps. Knack: fine hands, the needle turns a finer notch.
- The porterSteady, slow, broad. Knack: long hold, an arrow holds the needle half as long again.
- A feast clerkQuick, narrow, nervous. Knack: quick feet, a wider moment to chain hops.
- The Genie, off-seasonGlides; the pie settles fast. Knack: each clown satisfied, the needle points true for two seconds.
- A clownShould not be trusted with a pie. Knack: big feelings, every impact lands bigger.
The deck · and the QA table
Everyone and everything you have met
The first time you meet a character, an obstacle or a power-up, its card turns: what it is in the story, what it does in the lanes in the game’s own numbers, and where the book first has it. With the story beside the screen, a new card pauses the carry; choose From the beginning, with introductions on the start card and every first meeting of the carry pauses on its card. Zen turns them quietly.
For a QA table: every card asks how it felt, and copies a note in Spw with the moment it was met (chapter, carrier, row, speed, tilt), so a team can talk about the same numbers. Add ?qa to the address to lay every card face-up.
Kept in this browser
What your carries have done to the book
Every chapter you carry the pie through keeps a mark. How the carry went leans that chapter’s reading a little: toward fairy tale where clowns were satisfied and wonders kept, toward absurd reality where you were knocked about and Mr. BaneWAP was fed, toward low magic where you hopped clean and threw true. Where Mimes Against WAP out-did the pie, they hold the chapter, and it is harder to wonder about pie there: its pie words go quiet, on the page and in the passage, until you carry it through again and win it back. Each chapter page says so at the top, with a switch to read it plainly.
Unlockables
What the pies let slip
Mr. BoonWAP says one true thing about the land each time he holds court. Mr. BaneWAP, foiled, blurts one. More of it opens as you find more of the land: chapters read, wonders kept in your almanac, the figure under the hat noticed, tellings heard, and what you do in the lanes.
Mr. BoonWAP, holding court
Mr. BaneWAP, foiled
Unlocks · by weight
What the game unlocks
A few mechanics, each one sentence long, each with a page that says how it unlocks. Rooms read, wonders kept, rhythms found and carries finished all count toward them, reading most. Any of them can be tried for a visit from its page, and nothing anyone has is taken away.
- Two registers at once · Choose two registers at the desk and the lanes answer in both, the later one asked first.
- The rhythm groove · Rhythms you have found play softly under every carry.
- In the pocket · Steps, hops and throws on the beat of a chapter's found rhythm count a little toward low magic.
The power-up bench · Spw
Every gift is a spell you can change
Each power-up is the land doing in the lanes what it does in the book, and each is written as one short Spw spell: ~ for what lasts, % for how much, * for charges, ! for what happens at once, &with and &without for how the land answers, #says for what is said under the screen. Copy one into the bench, change it, and carry with it for this visit; or copy a link, and whoever opens it carries with your spells. The bench also takes =tune{ =aim_step[0.2] } to change how the lanes feel and !knocks{ *wasps{ %tilt[0.1] } } to change what a knock costs. Their own game stays theirs. Numbers are held to a range, so a spell can change the game but never break it.
The tuning desk. Every number here is a dial: scroll over it, drag it up or down, or focus it and use the arrow keys (shift for ten). The lanes retune at once, for this visit; ⧉ copies the spell to pass along, ▶ plays it.
Answer in a register. A register is a spell that leans how the lanes answer: the pops, the captions, the stills in the show, the card at the spill. Never the story. One register for your visit is free, and so is any spell a link or a paste brings: a =meme[…]{ … } pasted anywhere on this page casts it. Choosing two registers at once here is an unlock.
Paste any spell anywhere on this page (copied from a card, the desk, a carry or a chapter) and the lanes will read it.
The game as a test of the language
What the lanes have learned about Spw
The rules of this game are written in Spw (pie-rules.spw: what it is tuned by, what each knock costs, every gift and what it calls on) and read by the same parser the canon is written for. Every read is measured. The bench’s small reader and the parser are compared, and each gift is written back out and read again. And the rules can be roughed up on purpose, a dropped brace or a swapped sigil at a time, to see how the language answers. What turns up is written as Spw, for the workbench where the language is made.
Reading the rules…
Provenance · Spw
How each pie came to be where it spilled
Every carry is written back as a card in Spw, from the carrier’s point of view: where it went, what was counted, what it kept and what was foretold, which spells it ran on and whose they were, and what spilled it. Pass one along to compare a carry, or to show a QA table exactly what happened.
No carry yet. The first spill writes the first card.
For a design table The asset sheet: every background and sprite
Drawn by the game’s own hand, in the page’s own colours: each place’s ground and light, and every sprite with its hitbox, what it does, where it appears and the chapter it arrives in. Copy the level manifest to plan a new level or a reskin.
Portraits, to take anywhere
Everyone in the book in one medallion style, drawn in vectors from the same plain lines as the game. Each copies or downloads as a standalone SVG, with who they are as a Spw spell; the whole set copies as JSON for another page, a print, or a design file.
On the maker’s worktable
Read where the city decides who will spill it → See the hat first →