Thistle used to sow clover from the air. Now she flies across six worlds to undo the Paver’s work, one road machine at a time. It’s Saturday, so here are six postcards, one from each world, all taken in the first minute or so of a mission: Wren at the controls, Tilly on the radio, Old Hatch grumbling in his shed and the Paver shouting over all of them.
Greenfold Meadows
The cover is home: blossom trees, red barns, silos and a brand-new road where a meadow was yesterday. The first mission, Fresh Tarmac, starts gently. “Stacks and sheds first. Nothing out there shoots back. Yet,” says Tilly. The cogs that fly out of every wreck are Scrap, and Thistle only has to fly close for them to come to her. Over the meadow, the Paver makes its first announcement: “ATTENTION. THIS MEADOW IS NOW A CAR PARK.” Wren’s review: “It talks.” Tilly’s correction: “It shouts. Different thing.”
Rustrock Canyon
World 2 is red mesas and a turquoise river, and the Paver has laid rails through all of it. In Red Line, its Asphalt Trains roll down the canyon, and some of them roll onto bridges. Hatch has the plan: “Tank cars burn like the bitumen tanks. Bridges fall if you ask them nicely.” Wren: “I’ll ask with the cannon.” Drop the span while the train is on it, and the whole thing goes into the river.

The canyon also has road signs that aren’t quite road signs. “That DETOUR sign flips into a launcher,” warns Tilly. The Paver doesn’t see the problem: “THIS CANYON WILL BE A RING ROAD. PLEASE USE THE RING ROAD.”
Saltwind Reach
World 3 is open sea, green islands and sandy shallows. The Paver is pouring concrete pontoons into the water and running a road across the waves. The first mission is called Low Tide, and the sea comes with its own hazard. Hatch warns that “the cone floats pop when you fly over them.” Wren has a simple fix: “So I don’t fly over them.”

Hatch knows these islands well. “Thistle seeded these islands once. Clover from the air. Took a week.” Wren: “And it’s taking the Paver a week to undo it.” The Paver, meanwhile, has new traffic rules: “THE SEA IS NOW LANE SEVEN. PLEASE KEEP LEFT.”
Rimeridge Glacier
World 4 is blue ice, white snow fields and dark crevasses. In Whiteout, snow falls the whole way, and the Paver’s snow line runs down the left edge of the glacier with trains on it. Where the rails cross a crevasse, there’s a span, and you already know what to do with spans. Wren’s rule for flying in a blizzard: “Everything white is snow, everything yellow is a target.”

Cinderworks
World 5 is the Paver’s foundry, gray ash ground, black slag heaps and tall chimneys. The first mission, Cinder Gate, brings Ladle Cranes, Gas Holders and troughs of glowing slag that sometimes erupt. Hatch explains the geysers: “A ring on the ground first, then a column. Don’t be in the column.” Wren: “Rings bad. Got it.”

It’s also the saddest place in the game, and Hatch says why: “Everything here was a meadow tool once. Mowers, seeders. Melted down for road parts.” Wren: “Then we’re taking them back.” And on a lighter note: “Warm in here. The rotor smells like toast.”
The Lot
World 6 is where the Paver parks everything it owns: an endless car park at sunset, with multi-story parking garages, lamp posts, toll booths in rows and Megaphones on every corner. Shoot a Megaphone, and the guns around it slow down. The Paver is very proud of the place: “WELCOME TO THE LOT. SPACES AVAILABLE: ALL OF THEM.”

Wren sounds almost sorry for it: “Rows and rows of nothing. It’s almost peaceful.” What waits at the far end of The Lot, we’ll leave for you to find.
Fly the first world
World 1, Greenfold Meadows, is free to play in your browser at helicorn.com. The full game, all six worlds, is $4.99, paid once. More about the game is on its Helicorn page.



