Field Guide

Everything, explained plainly

Controls, progression, and a straight account of where your play data lives — which is nowhere but here.

Controls by trail

Moose Charge

3D Low-Poly Runner
← / → or A / D
Shift trail
Space or ↑
Leap timber
↓ or S
Duck branches
Esc
Pause the run

Alpine Archers

Precision Arrow Shooter
Move pointer
Aim the bow
Hold pointer / Space
Draw power
Release
Loose the arrow
Esc
Pause the run

Great Lake Angler

Zen Fishing Arcade
Hold pointer / Space
Charge the cast
Release
Cast the lure
← / → or A / D
Steer the sinking lure
Hold pointer / Space
Reel — watch the tension

Pinecone Pop

Bubble Shooter Fusion
Move pointer
Aim the launcher
Click / Space
Fire the pinecone
← / → or A / D
Fine-tune the angle
Shift
Swap to the queued cone

Night Forest Escape

Stealth Puzzle
Arrows or W A S D
Step one tile
Hold Shift
Creep — silent, half speed
Space
Hold still in shadow
Esc
Pause the run

Timber Trail Rally

Isometric Offroad
↑ / W
Throttle
↓ / S
Brake and reverse
← / → or A / D
Steer
Space
Handbrake — start a drift

Escape pauses any run; P toggles pause. Every trail also accepts pointer input, so all six are playable on a touchscreen — tap the left or right third to steer in Moose Charge, tap toward a tile to step in Night Forest Escape, and hold anywhere to charge in the archery and fishing games.

Difficulty tiers

Sapling

×0.85

Gentle trails. Forgiving timing.

Ranger

×1.00

The standard wilderness run.

Tracker

×1.30

Denser forest, sharper hazards.

Alpha

×1.70

Antlers up. No mercy in the pines.

The multiplier scales hazard density as well as payout. On Timber Trail Rally an Alpha run is a narrower cut with more mud and less clock, not just the same course worth more.

Forest EXP and Antler Badges

Forest EXP

Every finished run pays its score times the difficulty multiplier, plus a flat 25 for completing it — so a rough run on a hard trail still moves the needle. EXP drives your rank, from Seedling through to Alpha Bull.

Antlers

A coarser currency earned from score, topped up by the trails that literally count antlers. Moose Charge shards, archery golds, fish landed, cones popped, grids escaped and gates cleared all feed it.

Antler Badges

Eight badges, each naming a specific thing you did rather than a number you ground out. Clearing all six trails once earns Six Trails; fifteen runs on one earns Trail Specialist.

Where it lives

All of it is in your browser's localStorage and none of it is on our servers — there are no servers holding player data to speak of. Clearing site data erases it, and there is no account to recover it from. In exchange, there is nothing to sign up for and nothing about your play to leak.

Under the hood

Server
Express + EJS, server-rendered HTML. No API, no database.
Games
Hand-written 2D canvas engines on one shared shell at a fixed 60 Hz timestep.
Client JS
Native ES modules straight from /js — no bundler, no build step.
Styling
One hand-written stylesheet. Faceted panels are real clip-paths, not border-radius.
Audio
Web Audio API only — every sound is synthesised, zero audio bytes shipped.
Storage
Your browser's localStorage. That is the entire persistence layer.

Motion, sound and access

Reduced motion

With prefers-reduced-motion set, the ambient firefly field never starts, the hero terrain renders one static frame, the card icons hold still and all transitions collapse. The games themselves are unaffected — they are the content.

Sound

Everything is off until you ask for it. No audio context is even constructed before your first interaction, and the mute state is remembered between visits.

Keyboard

Every trail is fully playable from the keyboard, every control has a visible focus ring, and a skip link is the first thing in the tab order.