About
SilkWard follows a caravan leader tracing a lost sibling along the Silk Road. Every level is a single-screen diorama: no luck, no reflexes, every move considered.
Who it is for
The game was built for long journeys and waiting rooms: it works fully offline, saves after every move, and lets you stop any time and pick up on the very same frame. It is the same game on a bumpy bus as it is in airplane mode.
What is inside
Three acts — caravanserai and bazaar, desert and oasis, mountain pass and fortress — holding 36 levels plus 6 hidden ones that open on a condition. Every level carries three goals: finish it, finish it in the fewest moves, and meet the level’s own bonus goal. If you walk onto an enemy’s node from any direction other than the one it is facing, you take it off the board. The acts are joined by short wordless scenes; the game can be played in several languages.
Design principles
There is no energy, no waiting period, no daily login reward and no advertising; hints are free and never cost you a star. Undo is unlimited, because trying things out should not be punished. Threat information is never carried by colour alone: every threat is drawn with its own pattern and symbol, animation can be switched off and text can be enlarged.
How it works
The rules are fully deterministic: the same sequence of moves in the same level always produces the same result, and nothing anywhere rolls a die. Neither a level's solvability nor the move threshold for its "Master" star is written by hand — an automatic solver computes both and re-verifies them on every build.