How to play
- Goal
- Decipher the old language and restore the six sanctuaries.
- How it ends
- Restore every location to complete the journey; mistaken names can always be revised.
- Record
- Your first unaided time and fewest first-attempt invocations are kept for each location.
- Read the goal at the top of the scene. It tells you which change the sanctuary needs.
- Inspect the carvings and compare their signs with the scenes they describe. Words read from left to right.
- Tap runes into the empty slots and Speak the name. Tap a filled slot or Erase to revise it. Wrong names lose no progress.
- Use your Fieldbook for tentative translations and to revisit inscriptions you have inspected. Successful names confirm their words.
- Restore a location to continue. A hint explains the current change but makes its first discovery unranked; completed revisits preserve the original result.
Controls
| Click / tap | Inspect carvings, compose names, and use the Fieldbook |
|---|---|
| Tab + Enter / Space | Move between and activate controls |
| Backspace | Erase the last rune |
| Escape | Close a panel |
| Shift+R · Restart (press twice) | Start the location over; Clear empties the slots |
No time limit. First-discovery time continues through reloads. Revisits are untimed, and hints do not replace an existing first result. No ads inside the game.
Watch how to play
About Names of Power
Decipher a forgotten language through carved clues, then speak names that transform a fantasy sanctuary. A door opens, a tree flowers, a stone keeper wakes, and water returns to a silent fountain.
Explore six sanctuaries and learn 32 words through actions, light sources, prohibitions and gifts. Later puzzles ask you to infer a safe change or deduce which vessel holds what you need. Learned words, working translations and unfinished discoveries persist in this browser.







