TIDEWHEEL
MILL

Gear the tide. Carry a waterwheel's turning to the millstone, the bellows, the bell, the sluice and the lantern, at the right speed, the right way round, at the right hour.
Touch, mouse, keyboard or gamepad. Sound starts on your first tap.

Mill sites

How to play

The tide turns the waterwheel: clockwise on the flood, anticlockwise on the ebb, still at slack water. The tide clock at the top shows the whole day.

Each machine wants a direction (↻ clockwise or ↺ anticlockwise), a speed band and a number of working ticks inside its window. Its tag shows all three.

Gears (small 8, medium 16, large 24 teeth) go on mounts, on the front or back layer. Gears on one layer mesh when their teeth just touch. Meshing swaps direction; a small gear driven by a big one spins faster by the tooth ratio. Gears on the same axle turn together, so use both layers to step the speed up or down.

Belt: links two axles, same direction, same speed. Ratchet: from the first axle you tap to the second, passing turning only one way (tap it to flip). Clutch: like a belt, but only between the ticks you set. Flywheel: stores the flood and spins on for a few ticks when nothing drives it.

Three gears meshing in a ring lock solid; wheels pushing against each other jam; driftwood stalls a wheel and everything rigidly geared to it. Lanterns and sluices slip back if turned the wrong way. The bell must stay silent outside its window.

Press Run to watch the day. Drag the tide clock to rewind. Score = 10 per piece (ratchets, clutches and flywheels count 2) + speed error. Any clear is bronze; thrift and precision earn silver and gold.

Keys: arrows move, Enter places, 1-7 pick tools, 0 erase, L layer, R run, Z undo, [ ] scrub, G ghost, H hint, Esc menu. Pad: d-pad, A place, B undo, X layer, Y run, LB/RB tools, triggers scrub.