Walk into a neon maze and gather light. No timer, no way to lose.
A goat walks into the glowing edge of the world, and you decide which way it turns. The goat only goes where you send it. Tap the left or right side of the screen to turn; on a keyboard the arrow keys work like Pac-Man — press a direction and it walks that way until it meets a wall, then stands and waits for you. It never chooses a direction on its own. Gather the light scattered through the maze and the orb on the goat's belly grows brighter. There is no score on screen: the orb is the score. Press and hold to stop. The fog opens up, loose light drifts over to you, and the creatures out there notice you are standing still. Stopping to look is the most rewarding thing you can do. Five depths, each adding one new thing. The Threshold is open corridors and plentiful light. The Lattice adds glowing threads along the floor, each leading somewhere worth arriving at. The Drift adds moving walkways that carry you along. The Portals fling you somewhere unmapped. And The Edge takes the walls away entirely — open space, sparse and very quiet. Gathering light opens the rift to the next depth, and depths you reach stay unlocked, so a later walk can set out from wherever you got to. Twelve wonders are scattered out there — a creature that turns and looks at you, an arch that lights as you pass under it, something enormous drifting overhead — and the game remembers every one you have met. Nothing can end your walk. No timer, no death, no fail state. From the second depth down you will meet wardens — pale drifting lights that want their light back. Touch one and some of yours scatters into the maze; they are slower than you, so keeping moving is always enough, and you can gather every piece of it up again. A walk ends when you choose Head home, and stopping is never losing. Progress saves by itself.