Same Room Twice
BEFORE
AFTER

Same Room Twice

a detective game about object permanence
You are called to a room. You look away. You look back, and the room is exactly as you left it, to the pixel.

Looking is free, and worth nothing. Only acting can tell you what happened. At the end you do not name a culprit: you say how sure you are, and you are scored on the honesty of that number.
Built on Chapters 71 to 74 of the image-steering research library. Every number the game shows is exact, and every claim it makes is checked by its test suite (see the Atlas).

The casebook

Eleven rooms stacked into one house, any order (1 to 11 is the intended path). Tap a house to go in. A case counts as closed once you place your stones and press Close the case, and its windows light. Each case file is sealed; a file whose seal fails will not open.

The Studio

Design a room of your own. Every number is an exact fraction. The case is checked against the same gates as the eleven built-in cases, by the same code, and it can only be sealed once every gate passes. Your design is saved in this browser as you type.

How to play

The Atlas

Every claim the game makes, how it is established, and where you meet it. Each row names a check in tests/test.js; the suite fails if a row's check did not run.
Sound levels
Every sound here is synthesized. The levels were set without anyone listening, so set them by ear; they are kept in this browser.
One minute.