We're going places. • Physics prototype • Early Fourth Age · Grimroot Grove to deep space
Choose a winding height, wind the counterweight, then load the cradle. Hold Aim (or Space/Enter while focused); let go to pull the trigger immediately.
middle
Wind → lift beside cradle → across above → let go → hold Aim → release to launch
How to load and launchChoose the winding height with the slider and press Wind counterweight. After loading, hold Aim and release to withdraw the trigger pin. A torque-limited motor physically winds the counterweight. Pause or hiding this tab freezes simulation time. Lift the critter straight up beside the green cradle first. Move across only when the whole critter is above its floor, wait for it to catch up, then release your grip and let it drop in. Pulling straight through the cradle from below hits its solid floor. Contacts and gravity seat it; no radial snap or settling timer. The drag spring has a mass-scaled force limit (shown when capped). Optional tap-to-hold keeps that same force-driven grip until a second tap or Let go. The thin tether connects your actual force target to the real grip point; amber means the force limit is reached. Rotating the view releases the grip and brings the canvas back into view. Unlatch releases the physical arm from the finite frame. The split pouch has a permanent hinge stop against inward collapse; loss of strap support lets its panel fold outward. The meter sets a reachable winding target, not a pose or speed bonus. Motor work and actual height remain simulation outputs. Green and blue sling marks follow the real anchors; dashes mean measured slack. Amber dots mark actual pouch contact; they do not certify full containment. The weight label shows the real rigidly mounted counterweight mass. After physical release the camera centers on the real horizontal center of mass, including backward motion, with a small vertical dead zone. The dotted hint fades before first obstacles. Amber edge arrows warn of approaching fixed branches, wooden deflectors, ground and moving encounters near the edge of view; they estimate nearby passes, not guaranteed collisions. Encounter outlines show their actual circle or capsule contacts. Waxleaf and seed-husk skids have broad slippery backs; pods and fungi rebound more. A ↔ badge on an amber warning marks an approaching skid. These passive contacts can also slow or deflect a poor approach. After launch, arrows provide small arcade nudges; for flying squirrels, right dives and left climbs using lift/drag.Shop and owned equipment — applies next reset/volunteer
Equipment changes real balance and timing; a purchase does not guarantee more range. Remove equipped gear to return to the base setup.
Sound, saving and accessibilityMute and volume are remembered separately from game progress.Saves collected rewards and owned equipment. Current launch and volunteer queue are session only. Private browsing may discard saves when it closes. If saving is unavailable, you can keep playing.
Hardware lab
Starter: 140 kg counterweight, 3 / 0.8 m beam, 2.5 m sling, 3.55 rad rail, 0.18 m rail length. Owned equipment still takes precedence; remove it in the shop to return fully to starter hardware.
Tested split-pouch examples with 0.5 kg panels; not automatic presets. Loading posture still matters.
Rig
Counterweight kg
Long beam m
Sling m
Rail rad
Rail length m
Lizard
100
3
2.5
3.4
0.22
Turtle
200
3
2.5
3.55
0.12
Armadillo
200
2.2
2.2
3.7
0.22
Release rail mounting rotates the physical guide; it does not choose a launch trajectory. Equipped shop hardware takes precedence over the corresponding lab dimensions.
Review and experimental release
Uncheck physical release to use the geometric reference model. The physical mode keeps straps and contacts; poor hardware or loading can still produce weak or backward throws. Exported clips are game-canvas only, without microphone or desktop capture.