Left
Safe- Starts
- 3
- Gate
- ×0.90
- Clear by
- 30
Three starting cells on the left edge. The widest approach and the gentlest gate.
A haunted pagoda · iPhone & iPad

Nine floors turn against each other. Choose a gate, follow a path of matching symbols upward, and see how high the tower lets you climb tonight.
The tower is the board. Each floor is a row of cells that turns sideways, every floor is narrower than the one beneath it, and neighbouring floors turn in opposite directions. Try it — this little tower uses the game's own geometry.
The floors turn…
A path starts in one of the gate's cells on floor 1. It can only step up into a cell that touches it on the floor above and shows the same symbol. Keep stepping until no touching cell matches — that floor is how high you climbed.
Paths may fork. When several branches reach the same top floor, each extra branch adds a small bonus on top of the climb.
Cells per floor. The summit is a single cell — reach it in one turn and the tower is cleared.
Before every turn you choose where to enter. The gate decides how many cells on floor 1 can start a path, and what the climb is worth. More starts mean steadier climbs; one start means rarer, richer ones.
Three starting cells on the left edge. The widest approach and the gentlest gate.
The two cells nearest the middle of floor 1. The gate every new climber starts with.
A single cell on the right edge. Jade keys and demon eyes appear here a little more often.
Clear by is a promise: the tower guarantees a full climb to floor 9 within that many turns of the gate. Your count carries over when you switch gates, and resets whenever you clear.
Six ordinary symbols build the paths — bell, ember, black lotus, claw mark, talisman and demon mask. Two guardians and one obstacle change the rules.

A key continues any path, whatever symbol it is made of. When a key lies on a lit path beneath a sealed floor, it lifts out of its cell, flies up to the seal and opens it for the whole turn.

The eye is a wild too. When a path reaches it, every floor above it turns again in the opposite direction and lands on a second result — one that was decided before the floors started moving. Once per turn, never twice.

Some turns, a stone seal drops across one of floors 4 to 8. Paths stop beneath it. Only a reachable Jade Key can open it — otherwise the climb ends right there, and the tower lets you know.
Any turn of the tower can reveal ritual seals. They are a bonus layer above the floors: they never change a symbol, a path, a key or an eye.
Three, four or five seals grant a run of turns that cost nothing. Your gate and spin cost are locked for the run, the floors turn on their own, and everything the run earns gathers into one treasure you collect at the end — even if the treasure is empty. Opening a menu or leaving the app simply pauses the ritual.












A ritual cannot trigger another ritual, and its length never changes once granted.
When a single climb is worth many times its cost, the tower stops to honour it. Only the highest title appears.
The first two floors are the approach and carry nothing. From floor 3 the climb starts to count, and the summit is worth twelve times the cost of the turn before the gate applies.
Reward = cost of the turn × floor multiplier × gate multiplier, plus ×0.03 for every extra branch that reaches the same top floor (up to five).
Cost of a turn runs from 10 to 200 coins in five steps. The multipliers are the same whatever you choose, so a cheap turn and a costly one tell the same story at a different scale.
Coins are the tower's own currency. If you ever fall below the lowest cost, the tower lights a candle for you: the Tower Blessing hands over 1,000 coins so the climb can continue.
Every number on this page comes straight from the game's rule book, which is also printed inside the app under How to Play.
Reach floor 9 in one turn and the tower is cleared. Each clear hangs the next mural in your gallery and grants 500 coins. The first is yours from the start; the other eleven are earned one climb at a time.












Once all twelve murals hang in the gallery, every further clear presses a seal onto the current mural — bronze, then silver, then gold — before moving on to the next.
Five scrolls straight from the game, at iPhone resolution.

Spirit flames drift beside the gate.

Embers lit in gold, floor by floor, to floor 8.

The summit, through the right gate.

Six hung, six still in stone.

Floor 6 is sealed. Not for long.
Every climb is one decision and one short story: which gate, how far the path went, and what stopped it. The murals are waiting.
Get it on the App Store