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 collect the trace left along the way. The acts are joined by short wordless scenes; the game is played in Turkish or English.
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.