How to play

You play as Base: the expedition coordinator with the scan overlay and a phone line to Cara. You can steer her directly with the keyboard, or ring her and tell her what to do. Both work at the same time.

StartingControlsTraversalThe goalThe consolePlaying by voiceTroubleshooting

Starting the game

  1. On the main menu, choose Start (the prologue on the canal, which doubles as the tutorial), Continue (the chapter you played last) or Chapters. Tap, or use the arrow keys and Enter; the ⛶ button in the corner makes the menu and the game fullscreen. The world takes a few seconds to build.
  2. Choose New expedition, or Continue expedition if you have a save. Progress saves automatically in this browser.
  3. Click the game to capture the mouse. Esc releases it and opens the menu. F or the ⛶ button toggles fullscreen at any time.
The game must be served over http://localhost or https:// (not opened as a file) so that modules, the microphone and pointer lock work. See the README for a one-line server.

Controls

KeyAction
W A S D / arrowsMove, relative to the camera. Cara turns to face where she is going.
MouseSteer the drone. What you are looking at is the feed from a palm-sized camera drone that follows Cara a few metres behind and above; the mouse orbits it, the wheel brings it in and out, and it drifts back behind her while she runs (can be turned off in Settings). She knows it is there, and on a call she can talk about what it can and cannot see.
G / 📦Send the supply drone. A cargo drone flies in from base and lowers a crate beside her; walk up and press E to open it. It needs about a minute and a half before it can fly again (the button shows the countdown).
R / 🚁Fly the drone. The camera leaves her shoulder and you fly it anywhere in the level to scout: movement keys fly, the mouse turns, Space climbs, E or Q sinks, Shift is fast and the wheel sets the speed. Markers show where she is and where the objective is. Aim with the middle of the view; the label under it says what a click will do. Click to send her there (the laser marks the spot; she climbs, or uses the thing), right-click to only mark it, Enter sends, Backspace clears. Press R again, 🚁 or Esc and it flies back to the view behind her.
ShiftSprint.
C / CtrlWalk carefully (good on logs and ledges).
SpaceJump. Jump at a ledge or a stone block to mantle onto it.
EInteract with the highlighted object: pick up, read, place, enter. Anybody in a level can be talked to, animals greeted and vehicles looked over. On the console’s map, a ★ marks a place with a story: ask Cara about it, from anywhere.
PShow or hide the console: your own screen, with the call, the objectives, the map, the journal, the items and the codex. Hiding it does not end a call.
TStart the call; press again to end it. The green 📞 button at the top right does the same on any device, without opening the console.
M J O IOpen the map, the journal, the objectives, or the items you have found, in the console.
V (hold)Hold to talk during a call: she hears you only while you hold. Calls are hands-free by default; the first time you hold V (or a talk button) the call switches to hold to talk, and the pill under the console’s talk button switches back. Settings remembers your choice.
H or 📹Video call: her phone’s camera, in the same world. It works while you play, from the pause menu (which has a 📹 button of its own), from the start screen, and straight from the main menu’s Video call. Press it again, or Esc, to go back to the field view.
FToggle fullscreen.
EscPause menu / release the mouse. Also closes the console, and leaves a text box so the other keys work again.
Keyboard with the game’s keys highlighted, and a mouse
The keys that matter. The Items app (I) arrived after this picture was drawn; it sits next to the Journal.

Traversal

Cara shown three times: running up, jumping, mantling onto a stone block
Run, jump, mantle: the sequence that gets her up the east cliffs.

Home: Marginalia (the prologue)

New players start on Cara’s narrowboat on the canal, the evening before she leaves (Start at home on the front page, or play.html?level=home). Nothing here can hurt you and nothing is timed. The objective card walks through the basics in eight optional steps, each with a tip underneath:

  1. Follow the towpath east to the humpback bridge (movement, running).
  2. Hop onto the bridge parapet (step-up and mantling).
  3. Walk west and cross Wootton Lock on a gate footboard (careful walking, C).
  4. Swim across to Arthur’s bench on the far bank (swimming, climbing out).
  5. Back on the boat, put the kettle on (E to interact).
  6. Read the first page of Mom’s notebook (the Journal).
  7. Open the console (P) and, with a key, call Cara for a rehearsal of the sat-link.
  8. Turn in at the cabin door. The next morning is Chapter One.

Everything on the boat can be examined: the letter, the chess game with her dad, the ropes, the photo, the record, Benny’s postcard. Read them for the story, or skip straight to bed; the level is yours to wander.

The goal of Chapter One

  1. Read your mother’s notebook at the survey camp (south end, where you start).
  2. Find the three Sun Stones: on the Watcher’s ledge above the east cliffs, on the river island, and inside the ruined shrine in the west grove. Stelae (carved standing stones) near each one tell the legend; reading them fills your journal.
  3. Climb the temple stairs at the north end, next to the waterfall, and place the stones on the altar. The gate sinks into the floor.
  4. Walk through the gate onto the Sunken Stair. Six hidden jade tokens are scattered around the valley for the completionists.

The console’s Map shows the scan overlay with landmarks, Sun Stones and Cara’s position; Objectives tracks the list; the Journal collects what she has read.

The goal of Chapter Two

Start it from the front page (Chapter Two) or straight from the Chapter One completion screen. Cara arrives at the foot of the drowned stair, above a flooded court.

  1. Swim east to the east terrace, climb its steps and turn the sluice wheel (E). The water drops and uncovers the causeway.
  2. Walk the causeway to the north gallery and turn the second wheel. The plaza dries out and the grille to the lower gallery lifts.
  3. Find the lower gallery off the west side of the court and read what your mother left there.
  4. From the plaza, follow the west channel walkway to the west terrace and turn the last wheel. The court drains to the bed.
  5. Go down to the bed and read the Sun Boat, then climb the outflow tunnel in the north-east to daylight. The way out is only safe once all three wheels are turned.

Six numbered survey tags (IH-1 to IH-6) mark her mother’s route for the completionists, and three ledger stones tell what the court was for. Your head torch is on all chapter; the blue fungus and the glow-worms light the rest.

Chapters Three to Five

Chapter Three — San Aurelio. A hill town and a collector’s museum. Read Benny’s note at the Foundation office, photograph the loan papers in the archive, get into the museum over the roofs (jump at the office awning, then the balcony, then the roof; the west row leads to the cathedral aisle, the nave, and the museum wall), read the Río Calmo stela, lift the gate bar, photograph the crates on the quay, and hand the dossier to the Institute before six. Six catalogue pages to collect.

Chapter Four — The Salt Shrine. Follow the railway into the nitrate town, read the stationmaster’s log, cross the salar past the lagoon to the canyon, climb the rockfall, document the sun disc at the shrine, and take the cut steps to the rim. Long distances: sprint on the flat. Six nitrate tokens to collect.

The winter before — Tryfan. A standalone winter mountain-rescue callout, set the Christmas before the story begins. Follow the cairns to the Heather Terrace, climb it to the bowl, scramble to the summit, jump from Adam to Eve (mantle the step boulder, then Adam, then jump the gap), follow Sam’s dropped kit down the north ridge and find him in the hollow. Above the terrace the cloud closes in.

Eighteen campaigns

Every chapter plays on its own from the chapter select on the main menu, or the Chapters button on the start screen, with its own save and its own start and completion screens; each chapter’s tile says whether it is not started, under way or complete, and finishing a chapter offers the next one in its campaign. Two buttons above the campaign tabs choose the kind: Real places, real sites with real facts as she reads them on the ground, and Fantasy, places no map has, with stories of their own.

Poses and emotes

Press B for a popup of poses she holds (sit, kneel, crouch, lie down) and short emotes (wave, thumbs up, point, cheer, hands on hips, shrug, bow, think, stretch, look around, salute, clap, dance, take a photo). Any movement stands her up again. On a call you do not need the popup: ask her to sit down for a chat, to wave, to take a rest, and she will; she will also do some of it unasked when it fits the moment, and no more than that. Stairs are climbed at a stair pace with a proper gait, and she keeps her feet on steps going down rather than hopping.

How she feels

Her watch. The panel at the bottom left is Cara’s watch, streamed to you with the drone feed. It shows her pulse (it climbs with effort and with nerves, jumps after a hard fall, and comes down when she rests or when you talk her through something calmly), how she is in a word with a tip for what helps, her condition and energy, the temperature and altitude, the supply drone, and any supplies working on her. Trust sits on the call pill under it while you are on a call. Players under 13 see words instead of numbers; ⚙️ Settings → Game changes that.

Cara has feelings, and they show. There are three, and each is a spectrum with a name at both ends: Nerve → Confidence, Inspiration → Spark and Trust → Bond. Every level is part of the game, the wobbly ones too, because a brave person is somebody who was nervous first, and because naming a feeling is the first step to moving it. Alone she is capable: she finishes every chapter on her own. With a good voice on the line she is brilliant.

Nerve → Confidence

Her body under pressure. A hard fall or a bad ledge sends it down; clean moves, calm words and things going right bring it up.

LevelWhat it is likeWhat helps
ShakyHands not steady, short steps, a pause before a jump, no reach for the highest holds, slow on planks and beams, and no long drops. The body’s brake is on: that is information, not weakness.One slow breath out, longer than the breath in. One instruction at a time (“left foot, then the ledge”). “I’m here.”
On edgeButterflies: quick to startle, double-checks every hold. A little edge sharpens you; this is a little too much.Name the next hold, not the drop. Say what is going well.
SteadyClean jumps, full reach, quiet hands. Where she lives most days.Keep doing what you are doing. Silence beside her is fine.
ConfidentMoves as if she has done it before, takes the bold line and tells you why. The top of this spectrum is Confidence.It is earned, not given: it follows calm, specific help and things going right. Confidence still checks its knots.

Inspiration → Spark

Why she is here. Finds, readings and progress lift it; being stuck or ignored lets it run down.

LevelWhat it is likeWhat helps
FlatDragging her feet, short answers, will not sprint. Not sadness: an empty tank.A rest, a hot drink from the supply drone, a reason: what this is for.
LevelGetting on with it.A find, a reading, a question about what she can see.
InspiredKeen: volunteers, notices things, pushes for the objective.Curiosity back from you.
Full of sparkIdeas faster than her pencil, jokes, sees the pattern. The top of this spectrum is Spark.It is catching: enjoy it with her.

Trust → Bond

You and her. It is built by how you talk, one call at a time.

LevelWhat it is likeWhat helps
WaryBarked orders are ignored; she wants another way.Ask, do not tell. Say sorry if you pushed.
ReservedPolite, professional, careful.Be clear, be kind, keep your word.
Trusts youFollows a hard ask, and says so once.Deserve it.
BondedTakes your word on a drop she cannot see the bottom of, and tells you things. The top of this spectrum is Bond.It was built one good call at a time.

What moves them. On a call your voice moves her more than anything: patience, specific praise, calm step-by-step instruction and a reminder of why she is here settle and lift her; hurrying, shouting and mockery shake her and cost her trust in you. Praise repeated every few seconds stops working. Left alone she recovers, slowly. If she is shaky and flat for long enough with nobody on the line she walks back to camp for a breather; a word brings her back. The phone shows one line under her name about how she is doing, and there are trophies for steadying her and for reaching the top of each spectrum on a call. Switch feelings off in Settings if you prefer her always steady.

Flying the drone

The camera drone does not have to stay at her shoulder. Press R or 🚁 and you fly it yourself, anywhere in the level: scout the roofs before she climbs them, find the way round a gorge, or watch her walk a route you asked for from above. She keeps doing whatever she was doing, voice commands included, and she knows the drone has gone. Orange and green markers show where she is and where the objective is, even when they are behind you. On a phone or tablet the stick flies it, a drag turns it, ⤴ climbs, ✋ sinks, 🏃 is fast and a pinch sets the speed. Press R, 🚁 or Esc and it flies back to the view behind her. In the Drowned Court it stays under the cavern roof.

The laser. In free flight a small reticle sits in the middle of the view, with a label under it for what a click will do: “Walk here”, “Climb to the balcony”, “Read the ledger”, “Swim here”, “Too high to climb” or “No ground there”. Click and the drone’s laser fires at the spot for a moment, and a green light column goes up there and stays until she arrives: she is told and sets off, climbing if she has to and using the thing when she gets there. Right-click only marks it, so you can tell her “go to the marker” on the call; Enter sends her too and Backspace clears the mark. On a phone or tablet, tap the spot.

The supply drone

You are Base, and Base has a second drone: a cargo hexacopter that brings Cara a crate of supplies. Press G or 📦, or say you are sending it on a call. She sees it come in from the direction of base, it lowers the crate on a line a few metres from her and flies home; she walks over and opens it (E, or “open the crate”).

Base packs what she needs most at the moment the crate opens: a first-aid kit when she is hurt, coffee or chalk when she is shaky, energy food when she is flat, fresh torch batteries in the dark chapters, hand warmers or cold water where the weather calls for it, and now and then something from someone in the story. On a call you can dictate a note to go in the crate, and she reads it out. Effects are real but modest: health comes back, her nerve and spark lift, chalk steadies her hands on climbs for three minutes, energy bars let her sprint when she is flat. Words on the line still matter more.

After a delivery the drone needs about a minute and a half before it can fly again; the button’s shade shows how long. It cannot reach her underground (the Drowned Court), under a roof or in deep water, and it will not drop a second crate while the first is still unopened nearby. Hard falls cost health, and below 30 she limps; sitting or lying down heals fastest, a first-aid kit at once.

Off the path

Every chapter hides more than its objectives. Leave the path and you will find places off the map (a strangler fig that swallowed a carved stone, a plane in the trees, a spring as blue as glass) and finds: small things you have to look for. Metal, glass and paper catch the light when Cara is close and you look their way; the rest you have to spot (Settings → Game → Finds off the path can make every find sparkle, or none). Some are things people dropped or left, and tell you their story: a torn page, a used battery, a roll of film. Some are what the place grows or sheds: a fruit to eat (a little energy), a feather, a fossil, an orchid nobody has named. Living things and anything sacred or ancient are photographed and left where they are. A few finds make up a set; finish one and Cara writes a page about it in her journal. The ✦ counter at the top shows how many you have found.

Talk to people more than once. Each time, they tell you something new: who they are, their work, the place, a legend, and rumours of the places off the map (which then appear on the phone map as a dashed circle). When they have told you everything, they will tell you who else to ask. On a call you can ask Cara to ask them about something in particular: themselves, the place, rumours, or the way.

The console’s Codex keeps it all: your finds and sets, the places you have found or heard of and what you have learned about them, and everything everybody has told you.

The console

Cara also talks to herself: effort sounds when she climbs or lands, muttered remarks when she finds something, voice-diary entries when she reads her mother’s notes or a stela, and field-note readings for anything she has examined (console → Items, or the ▶ buttons in the Journal). These recorded lines pause while you are on a call, and can be switched off in Settings.

Press P. The console is your own screen, not a phone in her hand: a window over the world on a computer or an iPad, the whole screen on a phone, with a rail of apps down the side (a bar along the bottom on a phone). Call has a big Call Cara button, and during a call a live transcript of both sides, a waveform, mute, the talk button and End. You can hide the console and keep playing; the call carries on and a small pill in the corner shows it is live. Cara’s speech is subtitled at the bottom of the screen (Settings → subtitles).

On a phone or tablet

Touch controls switch on by themselves on iPhone, iPad and Android (Settings → Game → Touch controls to force them on or off). Drag anywhere on the left half of the screen to move: a light push walks, a full push jogs, and the 🏃 button toggles running. Drag on the right half to look around; pinch to zoom. The round buttons are ⤴ jump (and climb ledges), ✋ use (the prompt at the bottom is tappable too) and 🏃 run; on a call a 🗣️ talk button appears above run: hold it while you speak. Calls are hands-free until you first hold it; from then on she hears you only while you hold (the pill under the phone's talk button switches back). The console, poses and menu buttons sit top right. In free flight the buttons become the drone’s — ▲ up, ▼ down, 🏃 fast and 🚁 back — with a height slider beside them: a little push climbs slowly, all the way climbs quickly, and letting go holds the height. Landscape gives the widest view. Calls work the same way; the browser will ask for the microphone.

Talking with Cara

CARA is her name and the name of the format: Call And Real-time Adventure. The player is on a live phone line to a character who is inside a real-time world; the words you say are the game. Everything below is about that line.

The call is the heart of the game. She is a person on the other end of a sat-link, not a remote control: tell her about your day while she sits by the river, ask what she can see, ask about her mother, apologise when you push too hard. While you are on the line she can also act on what you say; those verbs are listed further down.

Voice runs on a real-time voice model, straight from your browser to the provider: Google’s Gemini Live by default, or OpenAI’s GPT Realtime, chosen in ⚙️ Settings. You bring your own API key; nothing goes through any other server (unless the game is hosted with a server that holds the keys for you). You can also take the field leg as Benny Ruiz, Prof. Nkechi Adeyemi, Dr Wren Ashcroft, Dr Hira Qureshi or Idris Lloyd (pick on the start screen): different voice, different nerves, same expedition, with Cara on the radio. The game’s words follow whoever you pick: the objectives, the messages and their own muttered lines are theirs, while Cara’s notes and diary stay hers.

Diagram: a player at a laptop, a relay on a tree, Cara’s orange phone, Cara in the valley
Your microphone → Gemini Live → Cara’s phone. Nothing passes through any other server.

Setting it up

  1. Create a key at aistudio.google.com/apikey. The free tier is enough to try it.
  2. Press Call Cara (main menu, or in-game phone), or Video call on the main menu. The first time, a dialog asks for the key. It is saved in this browser’s local storage only. You can view, change or remove it later via ⚙️ Settings.
  3. Allow the microphone when the browser asks. No microphone, or it is blocked? The call still connects: type on the phone, and she answers out loud and follows what you type as usual.
  4. She answers. Talk normally. She will interrupt herself if you start speaking (open-mic mode).
Speakers without headphones? If Cara keeps hearing herself, hold the talk button (or V) while you speak: the call switches to Hold to talk and stays there. Settings → Microphone remembers the choice.

Tell her who you are

⚙️ Settings → Player takes your name, your age and your gender, all optional. With a name she calls you by it now and then instead of only “Base”; with a gender she gets pronouns right; with an age under thirteen she talks the way a good adult talks to a child (clear, kind, no swearing, nothing gruesome, and no questions about personal details), and under eighteen she keeps it clean. It is stored in this browser only and goes nowhere except into the call itself.

Model and voice

The default is Gemini 3.1 Flash Live, Google’s newest native audio-to-audio model, which sounds the most natural and supports Cara’s actions. Settings also offers the Gemini 2.5 native-audio models (the rolling “latest” alias and the dated previews), plus Cara’s voice. If Google retires a preview model, pick another from the list or type any model id (the list was checked against Google’s model catalogue in September 2026). Settings → Provider switches the service altogether: OpenAI Realtime (GPT Realtime, with its own voices), an experimental Grok option, and an offline mock that lets you try the phone, with a typed line instead of a microphone, without any key.

Long calls

A call can run for hours. The line renews itself every few minutes, waiting for a pause between sentences so she is never cut off mid-word; the conversation carries over, and the context is compressed as it grows so her replies stay quick late in a call. If the connection drops, the phone reconnects on its own (and waits for the network if you go offline); anything that happened in the world meanwhile still reaches her. On a phone, the screen stays awake for the length of the call.

Video calls

During a call, press H or 📹 (on the HUD, or on the phone) to switch to video: the view becomes her phone’s front camera, held at arm’s length, in the same world, and the call carries on. She talks like a friend on a call, and she can walk while she does: ask her to go somewhere and you get a walking selfie, at a walk, with the world going by behind her. Ask her to turn the phone round and you walk with her in first person; ask her to show you something (“point the camera at the table”) and the rear camera turns to it; ask her to show you around and she turns the phone round, pans slowly left and right and comes back to her face; she can also pan left or right, tilt up at the sky or the top of a tower, tilt down at the ground by her feet, take a tall thing from top to bottom, show you what is behind her, give you a wide panorama or turn all the way round (“show me around”, “what is on your left?”, “show me the sky”, “show me behind you”, “show me everything”), and while the phone is already turned round the view stays on the world after the move; ask to see her face and the selfie is back. She can pick things up and read them on video too. She can do everything she does in the field on video, jumping and climbing included, by voice; only the keys and the sticks stay off, so switch back to the field view with 🎮 Field, H or Esc when you want to steer her yourself. Wave, nod, laugh and sit down work as before. You can also start with a video call from the start screen, or from the Sat-Link app (call.html), which rings her wherever your last save left her.

The quickest way in is Video call on the main menu: it opens the chapter she was last in (the prologue if you have no save yet) straight onto the call, with one button, Connect video call. One tap is all it takes (the browser needs it before a page may use sound and the microphone), and she picks up where your save left her, in the game world, with the game running behind the call.

Language

Speak to her in any language. By default she answers in whatever language you use, from your first words, and follows if you switch mid-call; she opens the call in your device’s language. Settings → Language pins one language instead, useful for practising one or when a household shares a browser. The list has English, Spanish, French, German, Italian, Portuguese, Dutch, Polish, Russian, Turkish, Arabic, Hindi, Urdu, Bengali, Indonesian, Vietnamese, Thai, Japanese, Korean and Mandarin, and “Other language…” takes any name you type. The game’s own text, subtitles and her recorded lines stay in English for now.

What you can say

Cara understands plain language. Behind the scenes, these map to actions she can take in the world. Some examples:

You wantTry saying
Move“Walk forward ten metres.” “Go left a bit.” “Head north.” “Run!” “Stop.”
Navigate“Go to the river.” “Head for the temple.” “Take me to the camp.” “Go to the waterfall.” “Walk to the stela.”
Shapes“Walk in a circle.” “Go forward ten steps and come back.” “Walk a square.” “Do a figure of eight.” “Zigzag ahead.” “Walk round the oak.” “Forward ten, left five, then back.” “Is there room for a big circle here?” She looks over the ground first and tells you whether it fits: if a wall, a tree, water or a drop is in the way she goes round the other way, turns the shape or makes it smaller, and says so, or tells you what is in the way. A star, a heart, a spiral, a triangle, a diamond and an oval work too.
Look“What can you see?” “Where are you exactly?” “How far is left?” “Look around.” “Which way is the temple?”
Inspect“Inspect the surroundings.” “Have a look at that stela.” “What’s on the altar?” “Check the notebook.”
Interact“Pick it up.” “Read it.” “Place the stones.” “Go through the gate.”
Jump / climb“Jump.” “Climb that block.” “Jump onto the ledge.”
Turn“Turn left.” “Face north.” “Turn around.”
Status“How are you doing?” “What’s the objective?” “How many stones have we got?”
Steady her, and lift her“Take your time, I’m here.” “Left hand to the ledge, then push up.” “That was clean. You’ve got this one.” “She got this far. You’re going further.”
Pace“Walk from now on.” “Sprint everywhere.”
Drone“Look at me.” “Look into the camera.” “Let me see your face.” “Give me a wide shot.” “Wave at the drone.”
Supplies“I’m sending the supply drone.” “Send supplies with a note: you’ve got this.” “Open the crate.” “Watch it come in.”
Just talk“Tell me about your mum.” “Why did you leave the university?” “What do you make of this place?”

Calling from the main menu

The Call Cara button on the main menu (and on the About page) rings her off duty, the evening before the descent. No actions there, just conversation: the expedition, her mother’s notebooks, climbing, her narrowboat, whatever you like.

Troubleshooting