How to play
- Goal
- Light every ember rune on the board with the orbs you have.
- How it ends
- The board is won when the last ember rune is lit, and lost when your orbs run out with any still dark.
- Record
- The best score and the fewest orbs for each board.
- Point with the mouse to aim the lantern and click to loose an orb; on a touch screen drag on the well to aim and tap Loose. The dotted line ends at the first stone the orb will touch; ← → turn the aim a little.
- Every stone the orb touches lights and crumbles away when the orb has left the well. Light every orange ember rune to win.
- Catch the orb in the sliding cradle, or score 25,000 in one shot, to get an orb back. Each orb left when the board is won is worth 10,000.
Controls
| Point · click | Aim the lantern · loose an orb |
|---|---|
| Drag · Loose | Aim on a touch screen · loose |
| ← → | Turn the aim (Shift for the finest step) |
| Space · Enter | Loose |
| H | Hurry: play the rest of the shot faster |
| P · Escape | Pause; Restart is there |
The stones, the lantern and the cradle are drawn by the game; the backdrops are warehouse paintings and the sounds warehouse recordings. A run is sent as its shots alone, and the records worker plays them again with the same physics before it ranks the score. Your progress stays in this browser under morass.peg-drop.v1. No ads or analytics run inside the game.
About Peg Drop
The peg shooter in the Peggle tradition, in the rune-wells of the Ostren academy's old tower. A brass lantern hangs at the top of a shaft of dark stone set with glowing runes. Aim it, loose a spark-orb, and watch it bounce down through the stones: every stone it touches lights, and the lit ones crumble away when the orb has gone. Light every orange ember rune before your ten orbs run out.
The physics are exact. The orb and the stones follow a small engine written for this game that uses only arithmetic every browser rounds the same way, so the same aim at the same moment on the same board gives exactly the same bounces, everywhere. There is no luck to wait for: the amethyst stone moves by a fixed rule, and the dotted aiming line shows exactly where the orb will first touch.
There are 120 boards in eight halls, each bringing something new: bricks, a second orb, turning rings of stones, a longer aiming line, sliding rails, an orb that burns through stones, and an observatory with all of them. The multiplier climbs as the ember runes go, a brass cradle sliding along the bottom gives orbs back, and the shot that lights the last rune falls into the bonus bins. Every board was proved clearable and each hall runs from its easiest board to its hardest. Each board keeps a Top 10 for best score and one for fewest orbs, and the site replays every run before it keeps a place.







