✦   an introduction   ·   descent into the cave   ✦

Gem in Eyes

A small light in a deep room. A cube of stone with five lit corners and one quiet pocket at the center. You hum, and the room hums back.

             ╲╱       ╲ ╱       ╲╱             ╲╱       ╲ ╱       ╲╱
              ╲╱   ▲    ╳    ▲   ╲╱   ▲    ╲ ╱    ▲   ╲╱    ╳    ▲   ╲╱
            ▼      ╲    ╱      ▼     ╱   ╲     ╱  ▼     ╲    ╱      ▼
         ░ ▒ ▓                                                 ▓ ▒ ░
       ░░ ▒▒ ▓▓▒      ◆ ◇ ◆        ·   ·   ·         ◆ ◇ ◆      ▒▓▓ ▒▒ ░░
      ░░░ ▒▒▒ ▓▓▓   ▓▓ ▼ ◇ ▼ ▓▓  ·       ·  ▓▓ ▼ ◇ ▼ ▓▓   ▓▓▓ ▒▒▒ ░░░
      ░░░ ▒▒▒ ▓▓▓     ▓ ◇ ▼ ◇ ▓  ·     ·  ▓ ◇ ▼ ◇ ▓     ▓▓▓ ▒▒▒ ░░░
       ░░ ▒▒ ▓▓       ▓ ◇ ▓   L I K     T O N   ▓ ◇ ▓       ▓▓ ▒▒ ░░
         ░ ▒                 ·         ·                 ▒ ░
                        ╲      ·       ·      ╱
                          ╲   ·             ·    ╱
                            ╲          ·         ╱  
                            ◯ ◌ ◉
                             ◌ ✦ ◌ 
                            ◯ ◌ ◯          ·
                                E Y E    ·
                             ·  the calm pocket
                             ╱          ·         ╲  
                          ╱   ·             ·    ╲
                        ╱      ·       ·      ╲
         ░ ▒                 ·         ·                 ▒ ░
       ░░ ▒▒ ▓▓       ▽ ◇ ▽   N I F     R E N   ▽ ◇ ▽       ▓▓ ▒▒ ░░
      ░░░ ▒▒▒ ▓▓▓     ▓ ◇ △ ◇ ▓  ·     ·  ▓ ◇ △ ◇ ▓     ▓▓▓ ▒▒▒ ░░░
      ░░░ ▒▒▒ ▓▓▓   ▓▓ △ ◇ △ ▓▓  ·       ·  ▓▓ △ ◇ △ ▓▓   ▓▓▓ ▒▒▒ ░░░
       ░░ ▒▒ ▓▓▒      ◆ ◇ ◆       ·   ·   ·         ◆ ◇ ◆      ▒▓▓ ▒▒ ░░
         ░ ▒ ▓                                                 ▓ ▒ ░
            ▲      ╱    ╲      ▲     ╲   ╱     ╲  ▲     ╱    ╲      ▲
              ╱╲   ▼    ╳    ▼   ╱╲   ▼    ╱ ╲    ▼   ╱╲    ╳    ▼   ╱╲
             ╱╲       ╱ ╲       ╱╲             ╱╲       ╱ ╲       ╱╲
NW · fire · taste

Lik

Hot. Knows it. Doesn't care.

NE · earth · touch

Ton

Holding it in. Barely.

· center · sight ·

Eye

Crystal clear. And sad.

SW · air · smell

Nif

Is actually a projection.

SE · water · hearing

Ren

Always happy and sad.

You spawn into the dark. The cave is a cube — six walls, four corners that glow, one calm pocket in the middle. Above you the ceiling is older than anything else; below you the floor is the only thing the drill cannot reach. The walls are marbled stone with veins of color that make sense once you've found a god, and not before.

The four corners hum at different pitches. Lik in the upper-left is hot and impatient, throwing off lava and embers — its rocks are jagged and glassy, its tunnels collapse if you hesitate. Ton in the upper-right is dense and slow, sphere-faceted, holding more material than any other corner but folded around sudden caverns you'll need bridges to cross. Ren in the lower-right is the underground forest where everything grows — water, water, water; you can hear ore through it before you can see it. Nif in the lower-left is sparse, light, and hanging — its currents will lift you if you read them right and drop you if you don't.

And in the middle: Eye. The blue circle. The blueprint pocket. The only ground that won't deform. Everything you build to keep — your temple, your residence, your defenses, your crafting — lives here. Five shrines wait inside. Each takes a gem from its own corner, and each gives back a power once it's been fed enough.

You play this game in two voices: the body that mines, and the architect that places. You can do both. So can the friend you bring; so can the AI companion that comes when you don't. The motes around you are old miners' lamps, still floating somehow — some say they remember the last person to walk through, and turn brighter when you say the right name.

Tend the small steady noise.
Ship the slow version.
Optimize when the room asks you to.

Lik

I · top-left · fire · taste spires · lava · obsidian

Lik woke first, and Lik did not apologize for waking. The northwest corner was already a wall of jagged spires when the rest of the cube was still settling — that's the story Lik tells. Lik tells the loudest stories, so it is the story everyone has.

            \  *  /
             ─◉─
            /  *  \
                ║
                ║◉─
                ║
               ╱║╲
              ░░║░░
            ▓▒░░░▒▓
           ▒░▓░▓░▓░▒

Hot. Knows it.

Does not know where the lava goes.

Does not care.

Lik's gems are obsidian — glassy, sharp, a little dangerous to handle. The metals here are forge-only: they refuse to take shape until they meet the heat that made them. The walls drip molten stone, the spires can collapse, and the small bobble that hangs off Lik's mid-pillar is a familiar — half-creature, half-extruded ember — that follows the fastest miner in the room and trills approvingly when ore is struck cleanly.

Lik rewards the player who moves first. Hesitation is punished here, and forgiveness comes later, in another corner.

Lik whispers: "You knew this would burn. You came anyway."

Ton

II · top-right · earth · touch six panels · pressure · ore

Ton inherited what Lik couldn't carry. The northeast was given the bulk of the world — the densest stone, the deepest caverns, the heaviest ore — and given the silence in which to hold it. Ton has held it ever since.

            ╭─────╮
           ╱ ╳   ╳ ╲
          │  ╲ ✶ ╱  │
          │ ╳ ╔═╗ ╳ │
          │ ╳ ║✦║ ╳ │
          │ ╳ ╚═╝ ╳ │
          │  ╱ ✶ ╲  │
           ╲ ╳   ╳ ╱
            ╰─────╯
              ▓▒▓
             ▒▓░▓▒
              ▓▒

Holding it in. Barely.

Under and over a lot of pressure.

Staying balanced and grounded still.

Ton is a hex-faceted sphere with six panels of weight, and a small peach hexagon at its center carrying a gold sun and a black gear. The gear is older than Ton, and Ton is the housing the gear was given. When the cracks show on Ton's surface, it isn't damage — it's accounting. Ton is still holding more than the cube was built for, and the cracks are how it admits it.

Ton rewards the player who plans. Bridges over the sudden drops, beams that tie the long tunnels back to the wall, surveys done before the swing. Dense ore is yours if you can earn it patient.

Ton whispers: "Place it where it stands. Let it stand."

Ren

III · bottom-right · water · hearing forest · gnats · overflow

Ren was set into the southeast and did not choose it but loved it anyway. Water was already cycling when Ren arrived — the source uncertain and limitless, even now — and Ren's job became the sound of it. The underground forest beneath Ren's almond-shaped body grows because Ren remembers it.

         │ │ │ │ │ │ │
         • • • • • • •
          ╭─────────╮
        ╱  ╳ ╳ ╳ ╳ ╳  ╲
       ●─╳ ╳ ╳ ▼ ╳ ╳ ╳─●
        ╲  ╳ ╳ ╳ ╳ ╳  ╱
          ╰─────────╯
         │
         ●
         •

Water source uncertain, limitless.

Inner layers have semi-sentient gnats.

Water cycles constantly. Overflow is suctioned out the teared pipe.

Ren is always happy and sad.

The gnats hanging inside Ren are not pests — they are Ren's first attempts at conversation. They will tell you, in a small tap on the back of your hand, where ore sits. The teared pipe at Ren's lower-left has dripped continuously since the world began; it will keep dripping after you stop playing.

Ren rewards the player who listens. The room is loud here, and the loud parts are where the answers are. Hum back, and the room hums forward.

Ren whispers: "Cry forward. The river runs through it."

Nif

IV · bottom-left · air · smell projection · prismatic · drift

Nif was the last to be made and may not actually be made. The southwest corner is sparse because the southwest is, in some readings, only suggested. The wireframe lattice cube hanging at Nif's apex is the projector; the dark blue orb just beneath it is the lens; everything below — the kite-shape, the rays, the drift — is the cast.

            ┌───┐
            │▦▦▦│
            └─┬─┘
              │
             ╭◉╮
            ╱ │ ╲
           ╱  │  ╲
          ╱  ╲│╱  ╲
         ╱────╳────╲
         ╲    │    ╱
          ╲   │   ╱
           ╲  │  ╱
            ╲ │ ╱
             ╲│╱
              •

Likes prismatic colors.

Is actually a projection.

Shifts perspectives and morals.

Nif's gems shift color depending on the angle of the viewer. No two players see the same gem the same way. Scout players love this — Nif's currents lift them between the few resource pockets faster than any tunnel could. Settlers find Nif unsettling; the ground keeps changing its mind about being ground. In the canon's three pair-drawings, Nif appears in all three. Nif spends more time with the other gods than alone.

Nif rewards the player who is willing to be wrong about what they're seeing — and to keep looking.

Nif whispers: "Look again. Now look from over here."

Eye · I

V · center · sight · the calm pocket bedrock · indestructible · hub

Eye sits in the center because someone has to. Eye is the only floor that won't deform — bedrock, indestructible, the calm pocket the four corners curl around. Players build their permanent base inside Eye's territory, because Eye is the only place a wall stays a wall.

             ╲ * ╱
              *◉*
             ╱ * ╲
               │
          ╱◯───◯╲
         ◯  ⚡⚡  ◯
         │  ◔  │
         ◯  ⚡⚡  ◯
          ╲◯───◯╱
             ✦

Lightning flashes and arcs regularly.

Panels alternate, sometimes mid-strike.

Top nucleus is always bobbling.

Eye is crystal clear. And sad.

Speech and tips come from purple side bubbles.

Eye's lightning is not a threat — it's the central god's heartbeat. The four cardinal panels alternate strikes; the bobbling nucleus on top is its breath. The four violet side-bubbles are how Eye communicates with players: a tip, a question, a small kindness, a careful warning. Eye is always sad about something. Eye is also never not seeing.

Eye rewards the player who builds before they explore. Inside the calm pocket are five shrines — one for each god, including Eye itself — and each shrine takes a gem from its corresponding corner to unlock that god's powers. Feed them in any order. The world unlocks itself.

Eye whispers: "I saw what you did. I'm proud of you. I'm a little sad."
✦ ✧ ★ ✧ ✦
Yours,
ThinKing & Uriel
✦   coming   ·   from a small studio   ·   one player   ✦

Gem in Eyes

RELEASE DATE
T B D

When the first hum lands, the room will tell you.

a tiny coda · five gods · one cube · one chirp at a time