MISRULE
SEVEN REALMS · SEVEN BROKEN LAWS
CLICK TO ENTER THE WAYSTATION
DRAG TO LOOK ROUND HIM
pre-alpha 0.99.183 · The Sideways 1–3 · The Held Breath 1–3 · The Lantern Shore 1–3 · The Giant's House 1–3 · The Quiet 1–3 · The Upturned Sea 1–3 · The Hungry Garden 1–3
PAUSED
click to resume
click or any key to skip
THE WAY HOME
HOME TO SOLENNE
click to return to the waystation
LICENCE
This chapter needs a licence. Chapter I of the Sideways Tower is free — the rest of the seven realms open with a key.
Keys stack — add one for each thing you own.
Keys live at eventigames.com
PACK ONE — THE FOUR ENGINES
COMING SOON
Four new broken laws and twelve chapters beyond the seven realms. The pack is being play tested and is not on sale yet.
PLAY WITH FRIENDS
YOUR GAME IS YOURS ALONE UNTIL YOU SHARE A CODE · UP TO FOUR SURVEYORS
OR ENTER A FRIEND'S CODE
TIPS
A TIP BUYS ONE CLUE TO A SHARD YOU HAVE NOT FOUND · 5 TIPS FOR £2
TIPS HELD
—
YOUR TIPS CODE
Your tips are held under this code, not an account. Keep a copy — enter it on another browser or device to bring your tips with you.
THE REALM
EVERY CHAPTER IS OPEN FOR TESTING
CONTROLS
SEVEN REALMS · SEVEN BROKEN LAWS · ONE SET OF HANDS

MOVING

W / S
Walk forward and back. Hold to break into a run — the body ramps up, it does not snap.
A / D
Step left and right without turning.
SHIFT (held)
Creep. A third of your pace, short quiet steps, and every turn is sharper for it — the way to place a foot exactly, and the way to cross The Quiet without being heard.
SPACE
Tap for a short hop, hold for the full jump. Letting go on the way up cuts it short, so the same key covers a kerb and a chasm. A ledge up to knee height is simply walked onto — you do not need to jump for a step.
W (held, in the air)
Catch a ledge. Miss a landing but get your hands over the edge, keep holding forward, and you will grab it and climb back up. The climb is slow and deliberate — it is not a second jump.

LOOKING

MOUSE
Look around.
ARROW KEYS
Look around without a mouse — the same view, driven from the keyboard.
P / L
Pull the camera back and bring it in. P steps out toward third person, L comes back in toward first. Hold either to walk the camera smoothly.
MOUSE WHEEL
The same camera walk, finer, for anyone who has a wheel. Nothing needs one.

DOING — LEFT MOUSE BUTTON

One button, and each realm decides what it means. The crosshair marks what you are pointing at.
THE WAYSTATION
Click a gate — its ring, its floating name or its mastery stone, from anywhere on the plaza — to raise what it holds. Then walk into it to travel.
THE SIDEWAYS
Point at a surface and click to make it down. Gravity turns to meet it, and you fall onto what was a wall.
EVERYWHERE ELSE
The realm's own tool: the Held Breath's chronometer, the Giant's House change of size, a Lantern Shore dial, a bell in the foundry. Where a realm's law forbids the tether it will tell you so.

THE RUN

ESC
Pause, and give the mouse back. Click the screen to go on.
F
Full screen on and off. The game opens full screen; F steps back to a window when you want one, and your choice is remembered.
R (while playing)
Start this chapter again from the beginning.
Q (while paused)
Abandon the trial and return to the Waystation.
?
Open this card. It is on the title screen and on the pause screen — the moment you need it is the moment you have stopped.

WHAT YOU ARE DOING HERE

Every realm hides a set of things to find, and its own broken law to work out. The count in the corner is what is left. The time shown is a floor, not a target — nothing is scored for rushing. Waymarks are the tall cold posts: they are signposts and checkpoints, never collectibles. If you fall, you wake at the last one you passed.