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← StuStudios🌕 Perigee

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Perigee

Haul a burning moon: its tide rises beneath it and on the far side at once, and a town left standing in your water swears to you.

What it is

four moons, one sea

A real-time world-domination game where the only thing you move is a moon. Drag across the planet to haul your burning moon; its gravity lifts the shallow sea beneath it and on the far side at once, with a ring of ebb between. Wherever your water stands over a town's sill, the town's ring fills in your colour by your share of the pull, and a full ring swears it to you; the owner's own pull fights back, and a town that has just sworn keeps its oath, so for 20 seconds another moon's water fills its ring only slowly. Sworn towns store light that rises into your moon as mass when it passes within 60°. Sink lower to pull harder, but below the Roche line the moon strains and sheds; climb higher to travel faster. Spend mass to throw a shard of your moon and raise a tsunami. Three rival moons, Cinnabar the Plunger, Verdigris the Tender and Rime the Wanderer, play by the same rules through the same commands. From minute 12 the Brine rises and drowns the low villages. Hold more than half the living town-weight for 40 seconds (High Water), be the last moon lit, or hold the most at the Last Tide, 32:00.

How to play

Controls, then the numbers that matter

Drag haulWheel or drag the Plumb sink · raiseW raise · S sinkE or hold Shift, then click calveSpace orreryA D turn · right-drag orbitArrows nudge the haulP / Esc pause1 2 speedM mute · H hide HUDTouch: one finger haulsTouch: spread sink · pinch raiseTouch: two fingers orbit
  1. Every tide rises in two places, under your moon and at the point opposite it, with a ring of ebb 90° between. The brass porthole in the corner shows the far side, where your second bulge may be taking towns you are not looking at.

  2. The pull goes as 1/distance³: at 1.45 R your moon pulls about 30 times as hard as at 4.5 R, and hauls at less than half the speed, 25° a second against 58 at a mass of 1. Heavier moons are slower still. Climb to travel, sink to strike.

  3. Below 2.2 R the moon strains, and the Plumb is hatched below that line. At breaking it sheds a fifth of its mass as fragments that smash the towns beneath it, yours too, and climbs back to 2.2 R; for 3 seconds after the break nothing can sink it below that line.

  4. A village banks a mote of light every 15 seconds and holds 3; a terrace one every 8, holding 5; a citadel one every 5, holding 8. Pass within 60° to gather them as mass, or a full store wastes the rest. Mass burns away faster the heavier you are. Your mass figure is hatched below 0.5, and below 0.35 a moon goes dark.

  5. Parking 90° from an invader lays your ebb ring over your towns and drains its flood. On its own sill the owner's pull counts 2.5 times an invader's, so a town holds best while its own moon pulls water over it.

  6. A calve costs 0.15 mass, needs 0.75 to throw and recharges in 22 seconds. Its wave runs 16° out and turns every lantern it overtops, but a town sworn in the last 20 seconds only part-fills, and a direct hit smashes towns instead, so aim beside a cluster.

  7. From minute 12 the Brine rises 0.35 m a minute and villages drown one by one. A citadel weighs four villages and a terrace two, so they decide the late game, and High Water counts living towns only.

  8. Neap, Spring and Perigee change only the rivals: how fast they react (0.6, 0.4 or 0.15 s), how true they aim (±1.5°, ±0.8° or ±0.3°), how often they misjudge a target, the tribute they draw (×0.9, ×1 or ×1.12) and, on Spring and Perigee, ganging up on any moon holding 38% or 30% of the living weight.

  9. After your first run the title offers today's tide: today's date as the seed word, on Spring, the same world for every player that day, turning at midnight Taipei time. Perigee keeps your best result on each of your last 31 tides, counts every day you have played, and gives you a one-line result to copy.

  10. After your first run the title card also has an Almanac. It marks each way you have won (High Water, the last moon lit, the Last Tide) on each difficulty and keeps your most held, most towns taken and longest tide on each; once a difficulty has a best, end cards say how a run measured against it.

  11. The Almanac holds twelve soundings, feats such as swearing a citadel with your far-side bulge or turning seven lanterns with one calve. Any run on any day can take one, nothing expires, and the Almanac marks three still open to try each day.

Trophies

16 trophies

Sign in and the ones you earn light up here and on your account.

The run
  • The first oath
  • A shard of yourself
  • A spire swears
  • Spring tide
Victories
  • High Water
  • The last moon lit
  • Held at the Last Tide
  • Won on Neap
  • Won on Spring
  • Won on Perigee
Tides of the day
  • Ran a tide of the day
  • Won a tide of the day
  • Tides of the day on seven days
The Almanac
  • Won all three ways
  • Every way, on every difficulty
  • All twelve soundings taken

What players say

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    From the changelog

    What changed

    1. new

      StuStudios 2.2

      • Perigee offers today’s tide after your first run, one world for every player on Spring, and a new Almanac marks every way you have won on each difficulty.
      the whole update →
    2. new

      Perigee: the tide takes the towns

      • In Perigee, a real-time world-domination game, the only thing you move is a burning moon. Haul it across a shallow-sea world and its gravity lifts the sea beneath it and on the far side at once, and wherever your water stands over a town’s sill long enough, the town swears to you. Sink low to pull harder until the moon strains and sheds, throw a shard of it to raise a tsunami, and beat three rival moons that play by the same rules: hold more than half the world’s towns, by weight, for 40 seconds, be the last moon lit, or hold the most when the Last Tide comes at 32:00.
    3. arrived

      Perigee went up on the arcade

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