A GAZUM game · iPhone and Android
History is breaking. You’re the one who puts it back.
Carry the Meridian, the last brass-and-crystal compass of an old order of timewrights. Jump into history’s turning points, blend in, talk to people who talk back, and repair the moment before anyone notices you were there.
“If it’s glowing amber, something back there is bleeding. Turn the rings. I’ll explain when I can.”


The Archive · 11:47 pm
A case is emptying.
Your present is the Archive, a quiet museum at night where restored history is kept. When a moment breaks, an exhibit flickers and starts to fade. Tonight it is the gold mask of a boy king.
Fracture · Thebes, c. 1323 BC
Gold mask of a boy king
Found nearly intact in 1922. Tonight the record is changing, and the case is emptying with it.
The Meridian
Turn the rings. Find the fracture.
A palm-sized astrolabe-compass, the last of its kind. Its three rings set the era, the place and the moment. The needle points toward the fracture. The crystal beats amber while history bleeds, and breathes blue when it holds.
- 01
Jump
The portal opens over your real room through the camera, and your room dissolves into the era.
- 02
Listen
It whispers translations, so you can talk to anyone.
- 03
Scan
Its lens shows the traces the Revisionist left behind: things out of their time.
- 04
Recall
An emergency jump home, with a limited charge.
Drag each ring until its amber notch meets the index
One mission · Thebes, c. 1323 BC
The Resealed Tomb
Robbers broke into the boy king’s tomb soon after the burial, and the necropolis officials resealed it. In the broken timeline, the tomb is emptied instead, and in 1922 Howard Carter finds nothing.
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01 · JUMP
Jump
Tune the rings to Thebes, 1323 BC, at night. The portal opens over your room.
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02 · BLEND IN
Blend in
Choose your clothes and a role: a scribe’s apprentice. The Eye rises when you look, sound or act wrong for the time.
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03 · INVESTIGATE
Investigate
Talk to anyone, in your own words. A tomb worker, a priest, a guard: each knows only their own world, and keeps secrets.
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04 · SOLVE
Solve
Puzzles from the era: read a workers’ ostracon, rebuild the necropolis seal, time the guard change by the stars.
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05 · REPAIR
Repair
Make the decisive moment happen as it should. The crystal turns from amber to blue.
History holds.
The watch kept its true hour. A thief dropped a scarf with eight gold rings knotted in it, and by dawn the doors were sealed again.
A mission takes 20 to 40 minutes, played in scenes of 5 to 10, so it fits a phone.
People who talk back
Talk to anyone. In your own words.
Every person is an AI character who knows only their own world, wants things and keeps secrets. Earn their trust and they tell you more. Mention a phone in Thebes, and the Eye opens.
A demo with lines from our AI test, and a small stand-in for the judge. In the game, you can say anything.



SENU
stonecutter of the right-side gang

The Revisionist
Someone else has a Meridian.
They aren’t a villain who wants chaos. They improve history: they save a library from a fire, or stop a robbery. Every improvement breaks something bigger. Who they are is the season’s mystery.
Some missions end in a choice: put a sad moment back, because the world you know depends on it, or let the change stand and live with the cost.

Margot Hale was the last timewright, and she vanished somewhere in time. She speaks to you through notes recorded in the Meridian: short, dry, warm, and sometimes from the future.
Season 1
Six moments in history, and a finale.
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c. 1323 BC
Thebes
The Resealed Tomb
Night
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AD 79
Herculaneum
The Villa of the Papyri
The grey hour before dawn
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48 BC
Alexandria
The fire: the first great choice
Night, fire
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1504
Florence
Leonardo, Michelangelo and the Battle of Anghiari
Dusk
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1903
Kitty Hawk
Twelve seconds
A cold December morning
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1969
Houston
One small step
Night
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·
Finale
Where the Meridians came from
Brass and starlight
The eras are being checked with history consultants and may change. Later seasons go to the future, and to other worlds.
Every day · the Daily Fracture
Five minutes. One thing out of its time.
A painted historical scene, the same for everyone. Ask three questions to the people in it, find what doesn’t belong, and fix it. Keep your streak. Share how you did, never what you found.
TIMEWRIGHT #12 · Thebes, 1323 BC · fixed in 4 clues · Eye 12%The share strip: spoiler-free.What really happened
Every repair ends with the truth.
A short card tells the real history, with its sources and what the game invented. You learn it without trying.
- 01
History consultants check every era, and they are credited.
- 02
Eras of conquest or great suffering go through a sensitivity review. The game never makes a tragedy fun.
- 03
Characters stay in their time and never say harmful things. No real living people appear. For ages 13 and up.
Take the Meridian
The first two missions are free.
So is the Daily Fracture. The season is one purchase. Never loot boxes, fake timers or paying to win. First on iPhone and Android; the web and PC to follow.