At 11:47 on the night of 21 December 1927, every clock in Glimmerau stops, and nothing in town gets to finish what it started. Whatever was in the air stays in the air: snow, sparks, paper, even a river. For this Screenshot Saturday, Mira and Tik walked through chapter 1 and stopped in front of six things that won’t come down.
The picture at the top is Brenna Bridge. The river has stopped in glassy ridges, and the spray from the weir hangs over it. Mira’s first words there: “The river’s stopped. Not a sound.” Up close, it’s worse: “The splashes are hanging like beads. No sound at all. That’s the worst part.” Then she spots the one thing on the bridge that is moving: “...Somebody’s knitting.” Tik: “Moving. Like us.”
The workshop: snow in the window
It starts at home, in Grandpa’s workshop. Mira has just wound the regulator, the far bells ring, the floor shakes, and then she sees it: “...The snow. It isn’t falling. It’s just... hanging there.” She looks around the room: “The pendulums. The fire. Every clock in the shop is holding its breath.”
From the great arched window, it’s even clearer: “The flakes hang in the air like someone pinned them there.” Ask Tik why the snow hangs, and he answers in three words: “Time. Holding breath.”

Clockmaker’s Lane: feathers that can’t decide
Out the front door is Clockmaker’s Lane. The whole town went to the square for the Great Winding, so the lane is half empty, and whoever is still in it stopped mid-step. Upstairs at the bakery, Frau Lutz is shaking out her feather bed, and the feathers, Mira says, “are just... staying up. Like snow that can’t decide.” Downstairs, even the smell of fresh bread is stuck: “I can smell it and I can’t have it. Torture.”
The lane also teaches the rule for the whole night. Take something out of the air, let go, and it stays exactly where you put it. Tik sums it up: “Mira moves. World stays moved.”

The market square: sparks as cold as buttons
Tram No. 1 never reached its stop. It stopped halfway round the bend in front of the tower, and under its rear wheels sits a fan of sparks. “I could pick one out like a sequin,” Mira says. Look up, and there’s a blue flash where the pole jumped off the wire: “The tram was already in trouble before time stopped.”
Touch a spark, and it’s “as cold as a button.” Mira’s verdict: “A spark that isn’t hot. That’s the wrongest thing I’ve seen tonight, and I’ve seen a man sneezing for ten minutes.”

The Provost’s office: a blizzard of minutes
Upstairs in the Guild Hall, Provost Crane has dropped his papers, and in the held minute a dropped thing stays where it was let go. So the office is full of sheets hanging at knee height, all around the wingback chair. Mira calls it “a blizzard of minutes.” She plucks one out: “Memorandum: on the correct length of a Guild cloak.” Six pages. She lets it go, and it stays put. “Unlike the Provost’s dignity.” Crane, it turns out, can hear her.

The tower: one drop, halfway down
At the foot of the Great Clock, the stopped minute gets quiet and small. A drop of water from the roof has stopped halfway to the floor. Mira: “Halfway down. Not falling.” Tik: “Drop. Not dropping.”
The lift has frozen too. Its iron counterweights, “big as barrels,” stopped mid-slide, and Mira would rather not stand under them: “If they move while I’m under them, I’ll be very flat and very surprised.”

Tomorrow Ago is free to play in your browser at tomorrowago.com, and all six of these places are in chapter 1. More about the game is on its Tomorrow Ago page.



