Open a gate, give each district its measure, and keep the meltwater season in chorus.
5 pulses3 open gates1 live correction
Sound begins after you enter. Headphones welcome.
I
Hearthsteps
Lantern Quarter
living bond80
pulse requeststeady roofs
II
Glass Gardens
Sunfold Crops
living bond80
pulse requestdeep roots
III
Bell Foundry
Cinder Works
living bond80
pulse requestquench cores
AD rotate1–6 selectSpace actEnter release
The season holds
Paused
The meltwater clock is still. The districts are waiting.
Gatehouse field notes
Keep the choir whole
Plan: rotate the ring, select a gate, and open no more than three. Direct gates feed one district; paired gates split flow between two.
Pulse: release the timed meltwater. Reach at least two districts. Make exactly one meaningful gate correction before the surge ends.
Requests: each feed, ripen, or cool pulse shows an exact flow band. Meeting requests restores health and cooperation; missing them erodes both.
Failure: an extinct district, lost cooperation, or a second pulse reaching fewer than two districts ends the season.
Pressure: from pulse three onward, the hot district changes its band. Split routes preserve breadth but spend cooperation; single routes buy precision.
Touch: use the ring arrows, numbered gate rail, and large action button.
Season complete
Three voices remain
The final surge settles without silencing a district.