A quiet mining game

THE TURNING: DIG

Dig down. Choose what to keep.

Under the salt lies a drowned city, and under the city, a count that never stopped. One dream runs 10 to 20 minutes. Free in your browser, no account, works offline.

10 to 20 minone dream, start to gate
8 memoriesfound, read and chosen
0 accountsnothing leaves your device

What is this game?

The salt-dream of the drowned city

Long ago the sea turned and took the salt city. Galleries, ledgers, whole lives went under the brine, and the salt kept them, the way salt keeps everything. You are Juno Varr, captain of the salvage tug Chioggia, in the last year before the Wheel can turn again. Varr blood carries what the Wheel remembered of the line, and each night the salt-dream takes her down through the strata of the world's memory with a pick, a lamp, and five breaths' worth of nerve.

What she digs up is what people could not take with them: a crown cut from rock salt, a child's clay whistle, a ledger with one page missing. Each find comes up wrapped in glyphs. Read it, and then choose. Wash it down to salt and glass you can spend, or pay to keep it, and the memory goes into the Journal in Ink. Between dreams Juno copies what she kept into the family journal at the galley table of the Chioggia, the Copyists' Table, and the Ink she spends there buys the better pick, the longer breath, the brighter lamp for tomorrow's dream.

But the world counts what you take. Every keep, every look ahead, every shortcut moves the Wheel, and when the Wheel climbs too far, the water starts moving again. That is the bargain the whole game turns on: the more you save, the sooner it comes.

What waits below

The world keeps its own ledger

A vast lamplit salt gallery, miners small against the walls

The Wheel is counting

Every keep, every look ahead, every torch moves a meter you cannot see the bottom of. Raise it far enough and the world answers: tremors, tides out of season, and at last the Turning.

A lamp still burning on a ledge under dark water

The water waits

Brine seeps from the walls, pockets burst, and breath runs out in five tally strokes.

A crown cut from pink rock salt beside last year's, thin as paper

Keep or wash

Every find is salt you can spend, or a memory you can keep. You cannot have both.

A salt wall carved with thousands of tally strokes in lamplight

Someone was counting

The walls of the Ninth are cut edge to edge with tallies. Read them and they read back.

The copyists' long table, lamps down its length

The Copyists' Table

Between dreams, spend your Ink on picks, lamps and breath, and reread what you kept.

A sealed carved gate in a salt wall, one lamp at its foot

The gate in the Ninth

Past the hand of Hask, at the bottom of the sealed gallery, the doors are still shut. Reach them before the Wheel turns.

How it plays

Dig. Read. Choose.

01

Dig

Hold a direction and cut through salt crust, rock salt, clay and stone. Shore what cracks, seal what weeps, and watch your breath when the water finds you.

02

Read

Finds come up wrapped in glyphs. Turn the rings of the Grain Disc until every column matches the rubbing; hints cost glass, and rushing costs more.

03

Choose

Keep the memory and pay in salt, wash it for resources, look ahead at a price the Wheel remembers, or carry it and decide later. The Journal keeps what you keep.

The doors are still shut

One dream. What will you keep?

Free in your browser, on your phone or your desk, online or off.

Play THE TURNING: Dig