Match three offerings, set them alight, and carry them to the stars.
Offerings rain onto the altar. Match three: they ignite, and everything stacked above them lifts off too. If the flame carries far enough, the whole column leaves the sky. If not, it falls back, and the pile grows. That’s the whole gesture, and it fits under one thumb.
Free. No ads, no purchases, no account. · On iPhone: no store, three taps
Gaia, Atlantis, Orpheus, Orion, Mount Othrys, Eleusis — the silhouettes the game draws behind its board.
One finger, three offerings, and the sky
It plays one-handed: slide an offering up or down its column, and the moment three of a colour touch, in a row or a column, the rite ignites. Whatever leaves the screen counts; whatever falls back goes cold, and it takes fresh blood to light it again.
Nothing is explained with an arrow: the opening lesson has you make each gesture before naming the next, and the pause screen repeats the rule of the world you are in.

Every world changes the rule
In one, stone creeps across the board; in another, a gaze turns to rock whatever stays still. Elsewhere the ceiling descends, a tide wells up from below, a golden apple counts for five, two rocks close in on the board.
88 worlds across ten strata, from the land of mortals up to Olympus and down to Tartarus. No two play alike, and no two burn the same: each carries its own myth, its own sky, its own music and its own shape of offering.

The Mortal World

The Waters

The Underworld

The Aether

The Reaches

the summit
What you leave behind
It all lives in The Book: the constellations you engrave by mastering a world, the guardians you fell, the feats, the annals, and the chronicle of your own path.
The trials
The Ascent
The guided tour: one voyage per stratum, seven stages each, and the next opens when the last is complete.
The Daily Augury
One world drawn for everyone, the same rainfall for all, and a world ranking that resets each night.
Hermes’ Race
Three minutes on one world, and as many offerings carried to the sky as you can.
The Duel
The world’s guardian plays the same game you do, and whatever your rites carry off rains down on it. Three ranks — or a living opponent.
The Reprieve
Here it is time that kills: a clock that runs down, and only your launches wind it back.
The Twelve Labours
Twelve worlds drawn at random, one after another. One life.
What it does not cost
- No ads, no purchases, no real money, ever: everything is earned by playing, and never any other way.
- No account, no sign-up. A nickname is all it takes to enter the ranking, and one button erases it.
- Plays offline, one-handed, in English, French and Japanese.
- A reduced-motion setting for anyone who wants fewer shakes.