PushGrid
PushGrid is a portrait, mobile-first puzzle prototype by Chronotus. Place the boxes, open the exit, and avoid locking your own route with one bad swipe.
First Playable Signal
PushGrid is Chronotus' first game: a portrait, mobile-first puzzle prototype where boxes, goals, doors, holes, and traps turn every swipe into a meaningful commitment.
01
Single-player, chamber-based grid puzzle
Format
02
Mobile-first, portrait orientation
Platform
03
Swipe-driven room navigation
Control
04
One swipe can solve it or ruin it.
Promise
Featured Game
Chronotus' first game signal is not spectacle. It is a puzzle language built around readable state changes, visible risk, and compact rooms that stay tense because every move has a cost.
PushGrid is a portrait, mobile-first puzzle prototype by Chronotus. Place the boxes, open the exit, and avoid locking your own route with one bad swipe.
Studio Thesis
Chronotus is starting small on purpose. PushGrid proves the studio thesis through chamber logic, fair failure, and a minimalist visual language that makes state changes readable before it makes them beautiful.
01
Scan goals, hazards, doors, and the exit before committing to motion.
02
Move crates in the right order, from the right face, along the right route.
03
Fill every goal, satisfy the chamber state, and unlock the way out.
04
Undo, reset, or route around the mistake when the room punishes a bad read.
Design Principles
01
PushGrid tension comes from decision quality, not twitch speed. The room should read quickly, but the right answer should still matter.
02
A bad swipe can break routing, waste a box, or expose the player to punishment, but the failure must always be fair and visible.
03
Undo and reset are part of the puzzle loop. Recovery tools are not signs of failure, they are how players learn the chamber language.
Mechanic Stack
Five worlds teach the grammar in layers: movement and order, stateful gates, resource spending, trap readability, then combined logic under pressure.
Layer 1
The base grammar is simple: read space, push with intent, and preserve your own route.
Layer 2
Goals and exits create the fundamental chamber objective and the final release condition.
Layer 3
Pressure plates and doors turn a room into a state machine that reacts to placement and order.
Layer 4
Holes can consume crates, while hole jump chambers ask the player to spend resources with foresight.
Layer 5
Fragile floors and spikes add visible punishment that stays legible instead of hidden.
Campaign Shape
World 1
Movement, exit logic, first push, ordering, and the value of undo.
10 chambers
World 2
Pressure plates and doors teach chamber state management.
10 chambers
World 3
Boxes become consumable resources through holes and jump setups.
10 chambers
World 4
Fragile floors, spikes, and one-use lanes increase trap readability pressure.
10 chambers
World 5
The final world combines earlier systems into two- and three-layer logic.
10 chambers
Current Build
Next Step
Chronotus is looking for thoughtful publishing, platform, and production conversations that value readable systems over empty hype.