Random

Who is playing?

Records you set are kept under this name. It is not an account: no password, no email, nothing else about you — just the label on a record. Leave it empty to play as Anonymous.

2–20 characters: letters, numbers, spaces and . _ - '

Kojun

Descend through the scriptorium, one numbered chamber at a time.

KojunPuzzle, Logic, Casual

Hall of records

Kojun

Loading records…

How to play

Goal
Fill every chamber with 1 through its size, once each, with no equal edge neighbours and every vertical pair inside a chamber descending.
How it ends
The ward lights when every cell is filled and all three rules hold; there is no loss.
Record
Your first solve time is kept for each chart, and the fastest verified first solve appears with its holder.
Worked visual example for Kojun
Worked example. See the rule happen, then follow the numbered rules below.
  1. A thick bronze seam outlines each chamber. A chamber of N squares must hold 1 through N once each. Equal numbers cannot share an edge, even across a seam; diagonal matches are allowed. Within one chamber, numbers directly above and below each other must strictly descend. Rows and columns have no separate rule. In real Chart 001, the five-cell chamber has a fixed 4 directly below its top square, so the upper square must be 5; the worked picture places that forced 5 while leaving the chart unfinished.
  2. Select a square and choose 1–5 on the number rail or Erase. Erase removes a digit, or clears notes from an empty square. Notes toggles pencil marks; a note hidden by a placed digit returns when that digit is cleared. Red squares show a broken chamber, edge or descent rule. A complete chamber glows.
  3. Fill every cell legally to light the ward; there is no loss. Undo and Redo fix slips. Restart clears entries while the first-solve clock continues. A first clear can rank once, and later clears are untimed practice.

Controls

Tap / click a squareSelect it; fixed clues can be inspected but cannot change
Number rail / EraseEnter a digit; Erase removes it, then clears notes from an empty square
Notes / NToggle pencil entry for the number rail and number keys
Arrow keysMove through the grid
1–5 / Shift+1–5Enter a digit, or pencil when Notes is on; Shift always pencils
0 / Backspace / DeleteErase the selected square; on an empty square, clear its notes
Undo / Z; Redo / YStep backward or forward through edits
Restart / RClear entries without resetting the first-solve clock
EscapeClose a panel or return to the charts
GamepadD-pad moves; A/X cycle digits, Y erases, LB/RB undo/redo; Start opens the rail for pencil notes

Tips for Kojun

  • Read the stairs If a fixed 4 sits directly below an empty square in a five-cell chamber, that square must be 5.
  • Check every edge Matching digits repel across chamber borders too; diagonal equals are fine.
  • Use the chamber set Cross off numbers already used in a chamber, then compare its remaining squares.

All 160 fixed charts have distinct chamber layouts, one exact answer and an independently checked no-guess deduction trace. Private witnesses never ship. Progress uses morass.kojun.v1. Only the first clear can rank; replays are practice. Sound follows the shared arcade settings. No ads or analytics run inside the game.

Watch how to play

The rules, then Chart 001 played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions.

About Kojun

In the Sable Scriptorium, bronze seams divide an ivory grid into number chambers. Restore each chamber's full set of runes while making the numbers step downward inside it.

All 160 fixed charts are open from the start, from compact five-by-five folios to seven-by-seven archive seals. Every chart has one independently proved answer and a deduction path that needs no guess.

A saved first solve time stays with each chart. An uninterrupted first clear on the game page can claim the named best; later replays are practice.

More games like this