★ NEW IN THE LAST DAY ★

Seventeen new places, and two new games.

Everything below went in since yesterday. Two of them are games with rules of their own; the rest are ranges written by Lars Rocha's range, stride, stripe and sieve law, which means the ground in them is exact and the same every time you arrive. Pick anything. Nothing needs setting up.

Two new games

These have rules, not just ground. Start with Silo Line.

☖ Silo Line · a tower game Five waves walk a winding road from the far gate to your keep, each worse than the last. Build a mortar silo, a rail turret, a scatter gun or a pulse mast, and upgrade between waves. You build by driving to the spot. The road is drawn on the ground and every tower's reach is drawn under it. 1 2 3 4 build · U upgrade · X sell · Enter next wave · Space fires ◢ Hull Down · a tank game The crest is the game. Keep your hull behind a ridge with only the turret over it: a shell that finds you there does half, one that catches you in the open does double, and only the hits you land from cover score at all. W A S D drives · mouse aims · Space fires

Four more fights

Existing rules, new ground, and three new tanks to take into them: the Longbow reaches a hundred and seventy blocks, the Redoubt soaks, the Kestrel flanks.

◢ The Sieve RidgesA tank duel on forty-three blocks of law-built relief. Crests worth sitting behind, and sightlines worth the Longbow. ☸ The Ember SiegeClose work in the rift valleys, in fog, lava along the floors. Armour beats reach down here. ▓ The Step GauntletWave after wave across the Dropped Two's ground. Hold the high step or climb to it. ⛽ The Ember RunSixteen gates through the lava valleys, in a car, a buggy or a tank.

Three ranges built for the air

And eleven new hover-jets to fly them with. The ceiling went from 420 metres to 1,260.

⥣ The Thousand StepsThree heights a hundred and eighty blocks apart, with a cliff between each. Flown at, not climbed. ☲ The Ember StepsThe selection carving down through rock, the rift palette on the walls, lava burning along the floors. ⌵ The Deep VaneGorges cut most of the way through five hundred blocks of tableland. Fly through it rather than over it.

Seven ranges written by the law

No noise anywhere in any of them. Press the full stop key and the Rule panel will tell you why the ground under your crosshair is the height it is.

▦ The Indexin TerracesStride seven, mask five, modulo four, dropping residue zero. Fifty-six columns and the skyline repeats exactly. ◫ The Dropped TwoThe Terraces with one remainder thrown away instead of another. No part of the skyline survives it. ⛰ The Sieve RangeRivers, hamlets and villages, and a lit doorway at each one. 🧮 The Long Count45,158,400 columns before the pattern comes round. Four small numbers. 🏜 The Indexin CanyonsThe same law with its sign flipped, so everything it keeps carves down. 🏝 The Sieve IslesThe ground dropped under the water line, so the tiers that would be hills are islands. 🏎 The Sieve RallySixteen gates around the benches. Fixed today: the ground was a maze a car could not leave.

Two more races, and the things behind it all

🏁 The Step CircuitThree laps of the Thousand Steps' law at a fifth its height. It banks where the ground steps. 🚪 Walk inside a villageEvery hamlet's doorway opens twenty-five courtyards compiled from its own column. Ride them: G cycles a hoverboard, a skiff and a drift plate. Something walks them after dark. ▦ The law workbenchEvery decision the law makes, on a page, with the reason for each one. ◳ The geometry inspectorEight pages on the law as it builds: rooms and the routes through them, a moving window, persistent edits, laws composed together, time and lights, and the measurements behind all of it. Every room it generates is checked walkable before it is drawn. 📐 The Indexin law, explainedWhat the law is, and the ranges it writes, in pictures.