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How to play ChronoTrace

The chapters introduce one idea at a time. Follow the hand on the first sheets, then try it yourself. These twelve videos explain the controls and objects when you need a reminder.

Learn by watching

Twelve lessons, from sliding to time control.

Start with sliding, then learn echoes, obstacles and the time controls. Choose a lesson below. Recorded in the game, one idea at a time, with narration and captions.

Lesson 1 of 12

Sliding to the Core

Learn where a swipe stops and how to finish a puzzle.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. The white robot is you. Swipe anywhere on the screen to move.
  2. Swipe down: you slide until something stops you. Here, the edge of the sheet.
  3. Swipe right: sliding over the core wins the sheet.
Next lesson: Wait and stay

Lesson 2 of 12

Wait and stay

Use Wait to record a longer echo, inspect its ending and slide alongside it.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. The white robot is you. Swipe anywhere on the screen to move.
  2. Wait adds a turn without moving you.
  3. Wait one turn, so this run lasts long enough.
  4. Fork echo: this echo has a two-turn recording.
  5. Further on, its recording has ended and the echo is gone.
  6. Let go to come back. Looking ahead costs no move.
  7. Swipe down: you slide until something stops you. Here, the edge of the sheet.
  8. Echoes are solid. Slide into yours and you stop right beside it.
  9. Swipe right: sliding over the core wins the sheet.
Next lesson: Echo, Plate and Door

Lesson 3 of 12

Echo, Plate and Door

Record a move and a Wait. Let your echo hold a door open while you take another path.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. Door A is shut. It opens only while someone stands on plate a.
  2. Swipe right onto plate a. The door opens, but you are the one holding it.
  3. Wait one turn, so this run lasts long enough.
  4. Fork echo: time starts again, and your past self will repeat that run.
  5. Your echo walks to the plate. You go down.
  6. Through the door your past self is holding, and into the core.
Next lesson: Stopping beside an Echo

Lesson 4 of 12

Stopping beside an Echo

Use the body of an echo to stop where you could not stop alone.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. The core is below the middle, but nothing stops you there.
  2. Alone, you slide all the way to the edge.
  3. Fork: this run becomes an echo that will stop at the edge.
  4. Echoes are solid. Slide into yours and you stop right beside it.
  5. Now straight down into the core.
Next lesson: Undo, Rewind and Restart sheet

Lesson 5 of 12

Undo, Rewind and Restart sheet

Watch Undo reverse a move and Rewind keep your echoes. The lesson also explains Restart sheet in the menu.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. Record a move onto the plate.
  2. Wait one turn, so the run lasts long enough.
  3. Fork echo saves the run as an echo, and time starts again.
  4. Try a move. It can always be taken back.
  5. Undo takes back the last turn, your echo's move included.
  6. Down this time.
  7. Rewind starts your run again and keeps the echo.
  8. Down again.
  9. Through the door your echo holds, and into the core. Restart, in the menu, clears every echo when you want a clean sheet.
Next lesson: Wait and Timeline

Lesson 6 of 12

Wait and Timeline

Preview the turns without making a move, then see how long a recorded echo stays on the board.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. Record a move onto the plate.
  2. Wait adds a turn without moving you.
  3. Fork echo: this echo has a two-turn recording.
  4. Drag along the timeline to look ahead: after one turn, your echo is on the plate.
  5. Further on, its recording has ended and the echo is gone.
  6. Let go to come back. Looking ahead costs no move.
  7. Now play for real: down.
  8. Through the door your echo holds, and into the core.
Next lesson: Shard and Pit

Lesson 7 of 12

Shard and Pit

Collect a shard, fork a run that ended in a fall, then reach the open core.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. The core stays shut until the shard is taken. But whoever takes it falls into the hole.
  2. You take the shard, and fall.
  3. A fall can still be forked. Your echo will fall for you.
  4. Your echo takes the shard. You go down.
  5. The core is open.
Next lesson: Meet a beam of light

Lesson 8 of 12

Meet a beam of light

See where light stops your slide before learning how to block it.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. A lamp throws a beam. Light is a wall: nobody passes through it.
  2. You stop just above the beam.
  3. Swipe right: sliding over the core wins the sheet.
Next lesson: Lamp and Plate

Lesson 9 of 12

Lamp and Plate

See why a beam blocks the way and how an echo can keep a wired lamp off.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. A lamp throws a beam. Light is a wall: nobody passes through it.
  2. You stop just above the beam.
  3. Rewind this run.
  4. This lamp is wired to plate a: it goes dark while someone stands on the plate.
  5. Fork: your echo will keep the lamp dark.
  6. The beam is gone. Straight down into the core.
Next lesson: Thin floor

Lesson 10 of 12

Thin floor

Watch a floor break after you leave it. Plan who crosses and when.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. A cracked tile is a thin floor. It carries exactly one crossing.
  2. Slide across it. The moment you leave it, it gives way.
  3. Now it is a hole, for you and for every echo after you. Your past can break a bridge before you reach it.
  4. So plan who crosses, and when. Down.
  5. And into the core.
Next lesson: Mirror

Lesson 11 of 12

Mirror

Watch a mirror turn a beam, and stop beside the light it bends.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. A mirror is solid, and it turns a beam of light through a right angle.
  2. Here the beam goes right, meets the mirror, and climbs the third column.
  3. The bent beam is a wall too: you stop just before it.
  4. And down into the core.
Next lesson: Work with two echoes

Lesson 12 of 12

Work with two echoes

Make two recordings in sequence and use both echoes as stopping points.

Narration and captions in English. Use full screen for a closer look.Download video
Read the steps
  1. The white robot is you. Swipe anywhere on the screen to move.
  2. Alone, you slide all the way to the edge.
  3. Fork: this run becomes an echo that will stop at the edge.
  4. Echoes are solid. Slide into yours and you stop right beside it.
  5. Fork echo: time starts again, and your past self will repeat that run.
  6. Echoes are solid. Slide into yours and you stop right beside it.
  7. Now straight down into the core.

Your first puzzles

From your first swipe to your first echo.

  1. Find a way to the core

    The white robot is you. Slide into the open core to solve the sheet. The core glows when it is open; a lock means it is closed. If there are shards, you or your echoes must collect them all first. Some cores also need a plate to be held.

  2. Swipe to slide

    Swipe up, down, left or right on the board. You keep sliding until something stops you. You stop before walls, board edges, closed doors and echoes, or directly on a notch or plate. Before swiping, look for where you will stop.

  3. Take one turn at a time

    You can think before every move: the game advances when you act. Every swipe and every Wait uses a turn, including a blocked swipe. Once you have echoes, they act in the order they were created, then you act. Wait keeps you in place while your echoes move.

  4. Make an echo

    On a puzzle that allows echoes, record a run and select Fork echo. Your actions become a recorded helper; the board resets and you begin a new run alongside it. An echo repeats your actions, not necessarily your original route. Your position and the state of doors can change where it stops.

  5. Choose how to try again

    Fork echo saves a new helper. Rewind clears your current run while keeping the echoes you already made. Undo reverses your last action. At the beginning of a run, Undo takes you back into the last echo’s recording so you can change it.

  6. Look along the timeline

    Tap Timeline to open the numbered lines, then press and drag on them. Press and drag along the Timeline to inspect earlier turns or see what would happen if you waited from now on. Release to return to the present. Previewing does not take a turn. Dotted routes also assume you wait; moving into an echo’s path can change the outcome.

  7. Stars, help and time

    On independent attempts, solving at par can earn three stars. A hint limits this sheet to two stars; seeing the answer limits it to one, including future replays. Previously earned stars stay. Chapter practice is timed from when the board is ready and pauses when you take a break. Online ranked time, when available, continues during pauses and in the background.

  8. Learn new objects as they appear

    A plate holds its matching door open while someone stands on it. Light blocks movement, and bodies or closed doors can block its beam. In later puzzles, a thin floor becomes a hole when a body leaves it. Choose Watch how it works when a new rule appears to see it on a separate training board. A mirror is solid and turns a beam a quarter turn; the shadow of anyone standing in the beam turns with it.

  9. Sealed sheets and a secret

    Finish the core sheets of a chapter to continue. Using help does not stop a solved sheet from counting. Additional practice and challenge sheets can be revisited later. Sealed sheets can also open by finishing the other ordinary sheets in their chapter. Solve the whole book to open the drawer; three stars and flawless solves remain separate goals.

  10. Retry, then explore

    If you fall or run out of turns, use Undo or Restart sheet in the menu. Rewind retries a run while keeping echoes. A run that ended in a fall can still become an echo if you have a slot left. Return to the chapter map to continue or choose extra practice. Try a computer match or the Workshop when you want something different.

Try this complete sequence

In the Echo, Plate and Door lesson, follow these five actions in order. After Fork echo, keep controlling your robot; the echo replays automatically. Other puzzles need their own sequence.

  1. Swipe right

    Swipe right onto plate a. The door opens, but you are the one holding it.

  2. Tap Wait

    Wait one turn, so this run lasts long enough.

  3. Tap Fork echo

    Fork echo: time starts again, and your past self will repeat that run.

  4. Swipe down

    Your echo walks to the plate. You go down.

  5. Swipe right

    Through the door your past self is holding, and into the core.

Echo, Plate and Door

Keep this handy

The controls you see in the game.

Swipe to move. New controls appear as the chapters introduce them. Early sliding sheets keep the controls simple; Wait becomes available when timing is introduced.

Fork echo

Save your current actions as an echo and begin again alongside it.

In the main controls, between Undo and Hints, when the sheet allows echoes.

Wait

Stay in place for one turn while the echoes act. Tap once to advance one turn. You do not need to wait in real time.

The hourglass in the secondary controls, when timing is introduced.

Undo

Reverse the last action for you and your echoes. At the start of a run, undoing can take back the last fork.

The curved arrow in the main controls.

Rewind

Clear your current run and keep the echo recordings.

Open Timeline to reveal Rewind above the numbered lines.

Restart sheet

Start the whole sheet again, clearing the current run and all echoes.

Open the three-line menu, then choose this row.

Hints

Open help for the sheet you are playing.

The light-bulb icon beside Fork echo.

Watch how it works

Watch a step-by-step demonstration when the sheet introduces a rule.

Open Hints, then choose the film-strip row when a lesson is available.

Timeline

Drag along the lines to inspect earlier turns or preview what happens if you wait. Release to return. This takes no move.

Tap Timeline to open the numbered lines, then press and drag on them.

Read the board

Recognise every piece.

The same symbols, names and descriptions as How to play in the game.

You

Swipe to slide. You keep going until something stops you.

Core

Reach the open core to solve the sheet. It glows when open; a lock means it is closed.

Wall

Stops every slide, as does the edge of the sheet.

Pit

Falling in ends the run. Undo is always free.

Thin floor

Carries one crossing. The moment someone leaves it, it gives way and becomes a pit.

Notch

Anything sliding over it stops on it.

Shard

Every shard must be taken before the core opens. Anyone may take them.

Echo

Fork echo turns your run into a copy that repeats every swipe while you start again. Echoes are solid and last exactly as long as their run.

Plate

Stops slides. While someone stands on it, its door opens.

Door

Solid while closed. No one can hold a door open for themselves.

Lamp

Its light is a wall. Closed doors and anyone standing still cast a shadow.

Mirror

Solid, like a wall. It turns a beam a quarter turn, and the shadow of anyone standing in the beam turns with it.

Order

Each turn, the oldest echo moves first and you move last.

When something surprises you

Common questions.

Why can’t I stop halfway?

A swipe keeps going until an obstacle or stopping point stops you. Plan around walls, notches, plates and the positions of echoes.

Why did my echo disappear?

An echo disappears at the start of the turn after its last recorded action. Record extra Wait actions if you need it to stay for more turns.

Why did Rewind not make an echo?

Rewind retries your own run. Use Fork echo to save a new recording.

Why is my move total higher than this run?

The total includes the actions saved in your echo recordings as well as the final run. Wait actions also count.

Why did I get two stars at par?

A hint was read on that sheet. With a hint the most is two stars; with the answer seen, one. Stars you had already earned on the sheet are kept.

How do I move my progress to another phone?

Open Settings, Back up progress on either phone. Copy the code and paste it on the other phone, including between iPhone and Android. Import merges with existing progress. iCloud and Android system backups follow your account and device settings.

Does a valid shared result prove someone played without help?

No. Replaying a result checks that the moves solve the puzzle. It cannot establish who played or whether they used outside help.

Ready to explore?

The early sheets show what to do, then leave the next step to you. Finish the core sheets to continue; extra practice and challenge sheets remain available.