Tesseract Pendulum: Quiet Machines
Ping the dark. Read the echoes. Ring the bells.
Pro game
This game could not load.
About Tesseract Pendulum: Quiet Machines
Tesseract Pendulum: Quiet Machines is a calm sound-and-reflection puzzle in a silent machine hall at the bottom of the sea. A horn sounds a pulse made of three tones, low, middle and high, which travels in a straight line until something turns it. Baffles turn it, vanes let one pulse go on while they turn another, tone filters let only their own tones through, and brass bells ring when the tones that reach them are exactly the tones they want.
The hall, however, is hidden under silt. Its walls, baffles, filters and vanes are not shown until a pulse has touched them. So you ping first, as often as you like, because a ping is free and quiet, and you read the hall from what the echoes reveal: each strike lights its cell and the sonar scope beside the hall plots what you have found. Then you seat your own baffles and vanes in the brass sockets, ping again, and watch the pulse run through the machinery you have mapped.
When the last bell rings the fog lifts: a sonar ring sweeps across the hall and clears the haze from every machine, the kelp glows, and bubbles surge. Seven hand-ordered halls, each with a par the game's own solver worked out, then endless deeper halls and a daily hall that is the same for everyone. Undo, redo and hints are always there, nothing is timed, and your progress, including the map you have found, stays in this browser.
How to play
- Ring every bell with exactly the tones it wants. The horn sounds low, middle and high together.
- The hall is hidden. Ping as often as you like: everything the pulse touches appears and stays on the chart.
- Tap a brass socket to seat the chosen piece, tap again to lean it the other way, and again to take it back.
- A baffle turns a pulse. A vane lets one pulse go on and turns another. A filter lets only its own tones through.
- Ring the hall with par pieces and no hint for three stars. A hall rung after few pings earns a quiet bonus.
Controls
- Tap or click a socket — seat a piece, lean it the other way, take it back
- Arrow keys, WASD, D-pad or stick — move the hall cursor; Enter or Ⓐ — seat, lean or take back
- Space, G, Ⓧ or Ping — send a ping; Z or Undo — undo; H or Hint — a hint
- P, Escape or Start — pause
Frequently asked questions
Why can I not see the walls and machines?
That is the puzzle: the hall is hidden under silt. A cell appears once a pulse has touched it, and it stays on the chart. The haze marks what is still unexplored, and the sonar scope plots what you have found. Ping as often as you like; it is free.
What does each piece do?
The horn sounds a pulse of low, middle and high tones together. A baffle turns it a quarter turn. A vane lets one pulse go straight on and turns another. A filter lets only its own tones through. A bell rings when the tones reaching it are exactly the tones it wants, shown by its pips.
Where can I put my pieces?
Only in the brass sockets, which are always visible. A piece placed in a socket the pulse never reaches changes nothing.
How are stars and par worked out?
The game's own solver finds the fewest pieces that ring every bell: that is par. Par pieces with no hint earn three stars, one more two, any rung hall one. A hall rung after three pings or fewer earns a quiet bonus in points.
Can I make it calmer or clearer?
Yes. Pulse speed has three settings, the silt haze and the sonar scope can be turned off, and the kit's own settings cover colour-blind palettes, reduced motion, fewer flashes, large text, sound and music.
Does the game save?
Yes, in this browser: rung halls, stars, the hall you were working on with your pieces in place and the cells you have uncovered. Nothing is uploaded.