Retro Active

v6 · updated 2026-07-04

The timeline is corrupted, and the only one who can repair each memory sector is you — over and over again. Solve a single-screen puzzle, then rewind. Your run is recorded as a glowing echo that replays your every step, in perfect lockstep, on the next loop. Stack up to three echoes to hold switches you can’t reach, bridge gaps you can’t cross, and become your own stepping stone to the exit.

There is no clock and no way to die. Time only moves when you move, so take all the time you want to plan — each step is a single tick, and a faint trail shows exactly where every echo will go before you commit. Pure, unrushed puzzle-solving.

🕹️ Controls

  • ⬅️ ➡️ — step one tile (auto-climbs a single ledge, even onto an echo’s head)
  • ⬆️ ⬇️ — wait one tick in place (hold ⬇️ to fast-forward while echoes replay)
  • 🅾️ Z — commit the loop: watch yourself rewind, and your run becomes a new echo
  • X — tap to undo the current run (your committed echoes stay); hold to peek at the timeline and scrub where every body will be at any future tick

🧩 How to play

  • Stand on a plate to open its gate — but you can’t hold the plate and reach the exit alone.
  • Commit a loop so an echo holds it for you, then walk through on the next run.
  • You can carry up to three echoes at once; committing a fourth retires the oldest.
  • Echoes flicker while they’re still replaying; once they freeze on their final tile they’re safe to stand on.
  • Reach the glowing exit portal to recover the sector.

Par Every sector counts the ticks your solution lived across all its loops. Match the par to earn the sector’s star — bests are saved to the cart.

No timer, no failure — only you, your past selves, and the puzzle.

📜 Changelog

v6 — 2026-07-04

  • Five new sectors across Acts 3 and 4 introduce timing puzzles, echo delay, mirrored echoes, and a finale requiring every goal pad filled — plus a short epilogue after completing all 15.
  • Every sector now has a par tick count; match it to earn a star, with your best scores saved to the cart.
  • Full visual overhaul: movement glides smoothly, committing triggers a visible rewind ceremony, rooms have rim-lit walls and ambient particles, and all sound effects are now synthesized in-game.
  • Controls updated: up and down both wait a tick (hold down to fast-forward while echoes replay); the pause menu gains an “undo last echo” option that drops only your most recent commit.
  • The teleporter now flashes a bright beam between its paired pads when you step through, so instant relocation reads as a zap rather than a blink.
  • Sectors show a brief hint line on entry, the win panel displays your tick score against par, and select-screen up/down now navigates by act instead of jumping a fixed six slots.

v5 — 2026-06-19

  • Act 2 is now “Locks & Wormholes” — three new sectors built around the teleporter mechanic.
  • Sector 8 “Wormhole”: your first teleporter puzzle; beam to an unreachable shelf to hold a pressure plate.
  • Sector 9 “The Gap”: the only way across a chasm is the teleporter — use it to reach the exit.
  • Sector 10 “Stepping Stone”: teleport across, then boost off an echo that also teleported, to climb the far pillar.

v4 — 2026-06-18

  • Added a level select screen that greets you on launch — pick any sector you’ve already unlocked.
  • Your progress is now saved; beating a sector permanently unlocks the next one.
  • Each sector has a name displayed on the select screen and in the win overlay.
  • Sectors are organized into acts on the select screen.
  • The pause menu now lets you jump to level select, reset your progress, or unlock everything.
  • Finishing the last sector returns you to level select instead of looping back.

v3 — 2026-06-17

  • Added Sector 7 “Vault,” a new level where you must grab a key and unlock an exit door.
  • Collecting a key now hides it from the map, opens the locked door visually, and shows a key icon in the HUD.
  • New tile types are in the engine: conveyors, ice floors, teleporters, metronome blocks, and toggle switches.
  • Echo mirror mode introduced — in some levels your recorded path replays left-right flipped.
  • Echoes can now be phase-delayed so they replay a few ticks behind you.

v2 — 2026-06-13

  • Echo ghosts now fade from pink to lavender to grey based on age, so you can tell old moves from recent ones at a glance.
  • The channel A gate and plate are now yellow (matching each other) instead of red.
  • The level exit is now a white/peach portal instead of green, making the goal easier to spot.

v1 — 2026-06-12

  • Initial release: a turn-based time-clone puzzler with 6 puzzle sectors to solve.
  • Play as your past self’s ghost to reach goals neither clone could achieve alone.
  • Hold X to scrub the timeline and preview your clone’s recorded path before committing.
  • Polished HUD with sector progress and cartridge label art.