The worst moment in a puzzle adventure isn’t a hard puzzle. It’s realizing, an hour in, that the game can’t be finished anymore, because you used something in the wrong place or walked past a door that won’t open again. In Tomorrow Ago, Mira and Tik have one frozen night to cross the town of Glimmerau, and we didn’t want anyone to spend it stuck.
It’s Wednesday, so here is how chapter 1 keeps that promise.
Nothing gets wasted
Rule one: nothing can be used up in the wrong place.
Take the lift at the foot of the clock tower. Its gearbox has four pegs, and every gear for them is right there in the tower. You can put gears on and take them off as often as you like, and every try gets an answer. Too far apart, and Mira notices: “They don’t even touch. The teeth are waving at each other across the gap.” Too close, and one gear rides up on the other’s teeth: “Too big together. They’re fighting. Grandpa would wince.” Get close but not quite there, and the needle on the dial stops in yellow: “Yellow. Better. Not enough. I’ve got clockmaker’s arms, not a blacksmith’s.”

The same goes for people. On Brenna Bridge, old Ottilie reads time in thread, and to get her help Mira has to tie three knots on her cord in the right order. Get it wrong three times, and Ottilie offers to take over: “Give it here. My fingers are older than your patience.” If you’d rather keep trying, you can always try again.
Clues before you need them
Rule two: before any spot where you could get stuck, the world gives you at least two clues. Over the lift’s gearbox there is a strip of paper signed A.H., Grandpa’s initials: “Mind the distances.” An old engraving of the lift hangs on the tower wall. And the missing gear glints in the dark under the stair.
If the clues aren’t enough, you can always ask. Talk to Tik and pick “What now, Tik?” He answers in his short, happy words, and the answer depends on where you are and what you’ve done. In the tower, before you’ve found the missing gear, it’s “Shiny. Under. Round.” Later, when the needle keeps stopping in yellow, it’s “Small. Pushes. Big.”

There is also a hint button, and every goal has a ladder of three hints: first a nudge, then a place or a thing, then the exact move. Players often solve things out of order, so a hint always looks at the furthest step you haven’t done yet. Near the start, with an oil can too thick to pour, the ladder goes: “The oil is too thick to pour.” Then: “Something in the shop is warm.” And only if you ask a third time: “Use the oil can on the stove.”

A tester that never gets tired
Rules are easy to write down and easy to break by accident, so we also built a checker. It’s a small program that knows how to finish the chapter from any point. It starts a new game and finds its way to the end. Then it does the same from every step along the way, after a few random taps off the path. Then it plays a hundred long games full of random taps, checking every so often that a way to the end still exists.
In chapter 1, that’s 1,934 different states of the game, and every one has a way forward. It has caught real mistakes, too. Once, offering the Guild keyring to Provost Crane broke the scene. And the first version of the lift puzzle had 41 states with no way forward, partly because a gear already sitting on one peg couldn’t be moved straight to another. Now each peg offers all four gears, and picking one moves it from wherever it was.
Your speed, your story
The same checker can play the game for you. There are three speeds, ×1, ×2 and ×3, for everything that moves, a Skip button for scenes, and an Autoplay button that works out the way on from wherever you are and walks Mira there. The spot it’s heading for glows. Your first tap, click or key press hands the game straight back to you. Our own test run uses Autoplay at ×3 and gets through all of chapter 1 in about eleven minutes.
And then we play it ourselves
Before a release, we also play the chapter by hand. Last time, that turned up something no test could see: on a computer, the item tray at the bottom of the screen covered a spare gear in the gearbox and a small clue in one of the last rooms. Now, with a mouse, the tray tucks down to a thin lip. It slides up when you hover over it, pick something up or press the inventory key, and it gets out of the way while you drag an item.
Spend the night in Glimmerau
Tomorrow Ago is free to play in your browser at tomorrowago.com. More about the game is on its Tomorrow Ago page.



