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.
- 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.
- 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.
- 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 square | Select it; fixed clues can be inspected but cannot change |
|---|---|
| Number rail / Erase | Enter a digit; Erase removes it, then clears notes from an empty square |
| Notes / N | Toggle pencil entry for the number rail and number keys |
| Arrow keys | Move through the grid |
| 1–5 / Shift+1–5 | Enter a digit, or pencil when Notes is on; Shift always pencils |
| 0 / Backspace / Delete | Erase the selected square; on an empty square, clear its notes |
| Undo / Z; Redo / Y | Step backward or forward through edits |
| Restart / R | Clear entries without resetting the first-solve clock |
| Escape | Close a panel or return to the charts |
| Gamepad | D-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
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.







