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The Turning Tower

Turn enchanted stairways and guide an apprentice from a floating garden to the stars.

The Turning TowerPuzzle

Hall of records

The Turning Tower

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Game menu

All games

The game’s own pause and menu rules apply. Opening this panel alone does not stop its clock.

Settings

Applies across the arcade. Browsers may slow games in background tabs. Turning this off does not change a game’s ranking rules.

About The Turning Tower

Turn the floors of a miniature tower to rebuild one continuous spiral staircase. Follow its glowing path from a floating garden to the summit beacon while an apprentice explores each connected flight.

Solve 108 towers across six regions. Later rune drives turn several floors together, sometimes in opposite directions. Read the landing markers, plan a sequence and change the view whenever you want another angle.

How to play

Goal
Join every stairway from the garden arch to the summit beacon.
How it ends
The wizard reaches the beacon when the whole staircase connects; there is no death or move limit.
Record
Each tower keeps your first-solve time and fewest quarter-turns.
  1. Choose a numbered floor, then press Turn ↶ or Turn ↷. Each press rotates its staircase by one quarter turn, counterclockwise or clockwise seen from above. View changes only the camera.
  2. Join round turquoise entrances to gold triangular exits with matching letters. The dotted pair marks the first broken landing; a glowing staircase shows the connected path. Every landing, including the garden and summit, must join.
  3. Read the rune-drive line before turning. Linked floors move simultaneously in the indicated directions. A useful turn may temporarily break a landing that was already correct.
  4. Undo and Redo restore orientations without reducing your turn count. Restart asks before clearing the route and keeps the original first-solve clock. Hints explain a next turn and mark the attempt assisted.
  5. Only an unaided first solve can set a time record. Replays can improve your turns. Reopening an unfinished tower starts its original arrangement as untimed practice.
Worked example for The Turning Tower
Worked example. See how the rules apply to a real position.

Controls

InputAction
Mouse / touchSelect a floor and use Turn ↶ / Turn ↷; View changes the camera
Up / DownSelect a floor
Left / RightTurn counterclockwise / clockwise
VChange view
Z / YUndo / Redo
H / RRequest a hint / Restart
EscapeMenu or Back
ControllerD-pad selects and turns; shoulders change view; X Undo; A confirms; B backs; Y hint

Tips

  • Start at the first gap Find the matching letter pair, then compare the floor plans. Their north direction stays fixed when the camera turns.
  • Read both directions The drive line predicts every affected floor for either turn. An opposite-moving partner may do useful work elsewhere.
  • Leave room to rearrange A connected landing can be disturbed safely. There is no death or move limit, and Undo is available.

Good to know

Progress stays in this browser. Assisted solves are marked and never submitted as records. Reopening an unfinished tower is untimed practice. Effects, music and reduced motion have separate settings. A WebGL2-capable browser is required.

Questions

Do I move or jump with the wizard?

No. The wizard automatically explores the connected staircase. You select and rotate floors.

Does changing View change the puzzle?

No. View orbits the camera. Turn directions and the north-up floor plans keep the same meaning.

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