
Bogbeetle
1 tap · buries the path
Bogbeetles softens lanes into mud. One tap ends them — but the ground they leave behind already wants you to slip.

World 2 · Driftmere
Warden of Driftmere
“I am Orrik. Nothing keeps its place here — and neither will you.”
1x
2x
3xOrrik rules by drift — falling units slip into neighboring lanes. Clear Driftmere, crack his buried seals, claim the key.


Driftmere’s old name is forgotten.
Under Orrik, even names refuse to stay put. The bog grows. Roads slide. Villages sink until maps lie.
Orrik loves that. He never believed the world’s greatest lie: that a thing has a place it belongs.
He was not born a Warden. He was a quiet captain on Driftmere’s canals — until he watched people draw borders (my land, my city, my river) and watched floods erase them all.
He decided the world wants to move, and people try to freeze it — so people always lose.
When the greatest flood came, he did not run. He stood in the rising water. It did not swallow him. It chose him.
A shard of Prismheart had slept under the mud for centuries. Orrik found it. The first seal woke. The captain was gone.
Orrik, Warden of Driftmere, remained.
His power is not water or mud. It is drift. He does not erase you — he displaces you. A shove. A slide. A slow pull down.
In Driftmere nothing stands true. Houses lean. Trees grow sideways. Stones creep. Fixedness is an illusion.
His army mirrors him. Bogbeetles bury the path. Mugskippers leap sideways. Leanbacks drag whatever they touch. None of them hurry. Everything reaches the bog eventually.
Other Wardens build order. Veyra stops. Orrik laughs — no order lasts forever. He sets seals in foundations, not gates, so cities wander while people feel safe.
In the game you feel his law as lane drift: units slip mid-fall into a neighbor lane.
Orrik will not chase you.
He watches from the bank and smiles — because no matter how fast you run, everything drifts.
The army
Tap each unit as many times as its number. Some must never be touched.

1 tap · buries the path
Bogbeetles softens lanes into mud. One tap ends them — but the ground they leave behind already wants you to slip.

2 taps · leaps sideways
Mugskippers never stay in the lane you chose. Two hits to pin them — living proof that Driftmere refuses to hold still.

3 taps · drags what it touches
Leanbacks do not rush the kill. They lean, pull, and slowly drag everything toward the bog — three taps to break their patience.

Orrik says: “You slid… and still stood. Curious.”

Orrik says: “The bog noticed you. It rarely does.”

Orrik says: “A lane held. Temporary weather.”

The law
Lane Drift
They can drift into a neighboring lane mid-fall.
Previous law still applies: Veyra — Seal Lock.
The key

“The foundation cracked… Driftmere held still for a breath. It will pass — but the key is yours.”
Orrik’s foundations crack. Driftmere holds still — for a breath.
