01 / read
Read the island
Walk it. Read its records, listen in on its cables, ask the locals what they saw. Some of them saw something. Some of them are wrong about what they saw. Welcome to detective work.
hover · reading the bakery’s log
Demo coming soon · Windows · Steam
A detective game where the crime scene is somebody’s homepage.
Corporate AI broke the old internet. Nobody was surprised.
So people built a new one by hand: the World Wide Wonder, a patchwork of tiny self-hosted islands full of guestbooks, zines and visitor counters. It’s drawn in grey paper and ink. Anything red is a problem.
You are a lurker. That’s your actual rank. People call you “runner” to be nice.
01 / read
Walk it. Read its records, listen in on its cables, ask the locals what they saw. Some of them saw something. Some of them are wrong about what they saw. Welcome to detective work.
hover · reading the bakery’s log 02 / report
Every clue drops words into the blanks of a report. A sentence only locks when the words are right and come from two different kinds of clue. One witness is gossip. Two is a case.
hover · filling in the case 03 / prove
The duel is turn-based. You move along cables, fence buildings off and clean them out. Then the threat takes its turn. Nobody rolls anything.
hover · a duel, read first
hover to play
hover to play Work the rule out and the fight is a puzzle. Skip the homework and it’s a slot machine that hates you.
No levels. No hit points. No dice. You don’t get stronger. You just get less wrong.
Fair, and checked. A solver has been through every board, so if you lose, it wasn’t the game. You can undo within a turn, and what you learned survives a restart. Your pride might not.
Every threat works the way the real one does. The game explains it the way you’d explain it to a friend, then quietly puts the real command next to it, for the curious.
There’s no test at the end. The ransomware is the test.
You sign in. Nobody answers. Then an anarchist grandmother needs help with her blog, and it’s four cases on four islands from there: a market town drowning in ads, a meadow of red poppies, a stilt village where the post house never asks for your password, and a pine forest where the sawmill runs all night and cuts nothing.
Someone approved your sign-in. Nobody will say who.
hover · the Defence Faction
hover · the Strike Team
hover · the lady of flowers Screenshots, trailers, the logo and key art, and words you can paste. No form, no login. If something’s missing, ask and you’ll get it.
A detective game where the crime scene is somebody’s homepage.
Corporate AI broke the internet, so people rebuilt it by hand. Now something is eating it. Walk their paper-and-ink islands, read each one like a crime scene and work out the rule of whatever’s attacking it. Then fight it in a turn-based duel with no dice, no levels and no excuses.
Corporate AI broke the old internet. Nobody was surprised. So people built a new one by hand: the World Wide Wonder, a patchwork of tiny self-hosted islands with guestbooks, zines, visitor counters and at least one grandmother’s blog. It’s drawn in grey paper and ink. Anything red is a problem.
You are a lurker. It’s a real rank, and yes, it’s the bottom one. When something starts eating somebody’s server, you walk their island, read its records, listen in on its cables and ask the locals what they saw. Every clue drops words into a case report, and a sentence only locks when two different kinds of clue agree.
Then you plug in and prove it. The duel is turn-based, and every threat plays by a rule: ransomware takes the shortest way to the archive, a phisher hooks the nearest house, an ad server keeps making bots. Work the rule out and the fight is a puzzle. No levels, no hit points, no dice. You don’t get stronger. You just get less wrong.
Stream it, record it, monetise it. You don’t need to ask. A link to the Steam page in your description is lovely and entirely optional.
The music is custom, made for the game by DeadDreamer. The sound effects are CC0 field recordings and synth. If a video gets a claim anyway, email and it gets sorted.
One favour: keep the demo’s last scene out of thumbnails and titles. Let people find it.
Want to play before the demo is out, or talk to the developer? Email [email protected] with your outlet or channel. One person makes this game, so one person answers.
Solitary Func, which is one person: Aswin Behera. Design, code, writing and art direction. Built in Godot 4. Shown at IGDC 2024 and Indie Games Utsav, Mumbai Comic Con 2025.
Music by DeadDreamer, made for this game. The sound effects are field recordings and synth, run through the game’s own small room and a little tape, so everything sounds like it’s from the same place.
Press, streamers, curious engineers: [email protected], or take what you need from the press kit. How it’s built is on the work page.
Under the site there’s a small world. Click the screen to start: pick a companion, find the ten caches, and see how far down the temple goes.
water douses fire · fire burns root · root grounds spark · spark shocks water. Lead with what beats what’s in front of you: ×2 one way, ×½ the other.