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Nara is born in a hollow of ferns, six steps wide. On the twelfth night she dreams of
something blue with no edge and a sound like breathing that never stops. Her mother says
dreams are for sleeping in, not for walking to.
She goes anyway.
Pip, a rabbit with one floppy ear who insists nothing is that big. Tam, who counts everything
three times and is never without an acorn. Bo, an otter who will not let go of his favourite
stone, until he gives it to you. Iris, a heron on one leg who says one word a day. Rook, a
fox kit who sleeps with one ear up. Mossback, a turtle older than the meadow with a flower
growing on his shell. Juniper, a gruff badger and her three cubs. Nell, an owl far too proud
to ask for help. Scuttle, a crab with one enormous claw. Each one teaches her something she
needs later, and every one of them comes back at the end.
There are no word lists. Every line you type is a line of the story — from she is
born to a passage that names every place she came through. Fifty levels across five
chapters, and the scene performs what the sentence says: when the line reads Nara pulls
the thorn out, she braces her hind legs and pulls, once per keystroke, and the world stops
while she works.
Five levels are decisions. Every option appears at once, and each keystroke eliminates the
ones that no longer match, until one line is left. No menu. No confirm button.
Those decisions change what comes after: the lines you type, who is walking beside you, and
which of five endings you reach. One of them asks for a run with no missed moment
anywhere in it.
When your typing reaches it, time slows, the camera pushes in, and a ring timer appears
around the exact letter she needs. Hit it cleanly and it is graded PERFECT — and the next
window tightens, so a clean run speeds up under you.
Nine places, each with its own trees, light and weather: a fern hollow, a birch glade, a
river under willows, a waterfall gorge, a gold meadow, a marsh full of fireflies, dunes and
the open shore. Nara walks, and breaks into a gallop when your typing flows, and grows up a
little over the journey.
Every sound is made as you play. Each place has its own ambience and echo, and the melody
is not on a timer: it moves forward one note every time you finish a word, so you
are playing the theme.
87 achievements, 26 of them with live progress. A Friends gallery. A Route screen showing
all five decisions and which ending they lead to, with a button to change any of them.
Nothing is missable: after your first ending every level stays replayable.
Three difficulties, from learning the keyboard to fast and tight. If the mist catches you
twice on a level, the game quietly eases the pace it asks for. No ads, no purchases.
GAME PROFILE
Nara and the Long WaterNara and the Long Water
She dreams of blue. Nara is born in a hollow of ferns, six steps wide. On the twelfth night she dreams of something blue with no edge and a sound like breathing that never stops. Her mother says dreams are for sleeping in, not for walking to. She goes anyway. Everyone she stops for Pip, a rabbit with one floppy ear who…
She dreams of blue.
Nara is born in a hollow of ferns, six steps wide. On the twelfth night she dreams of
something blue with no edge and a sound like breathing that never stops. Her mother says
dreams are for sleeping in, not for walking to.
She goes anyway.
Everyone she stops for
Pip, a rabbit with one floppy ear who insists nothing is that big. Tam, who counts everything
three times and is never without an acorn. Bo, an otter who will not let go of his favourite
stone, until he gives it to you. Iris, a heron on one leg who says one word a day. Rook, a
fox kit who sleeps with one ear up. Mossback, a turtle older than the meadow with a flower
growing on his shell. Juniper, a gruff badger and her three cubs. Nell, an owl far too proud
to ask for help. Scuttle, a crab with one enormous claw. Each one teaches her something she
needs later, and every one of them comes back at the end.
The words you type are the story
There are no word lists. Every line you type is a line of the story — from she is
born to a passage that names every place she came through. Fifty levels across five
chapters, and the scene performs what the sentence says: when the line reads Nara pulls
the thorn out, she braces her hind legs and pulls, once per keystroke, and the world stops
while she works.
You choose by typing
Five levels are decisions. Every option appears at once, and each keystroke eliminates the
ones that no longer match, until one line is left. No menu. No confirm button.
Those decisions change what comes after: the lines you type, who is walking beside you, and
which of five endings you reach. One of them asks for a run with no missed moment
anywhere in it.
Every level has a peak
When your typing reaches it, time slows, the camera pushes in, and a ring timer appears
around the exact letter she needs. Hit it cleanly and it is graded PERFECT — and the next
window tightens, so a clean run speeds up under you.
Drawn and scored as you play
Nine places, each with its own trees, light and weather: a fern hollow, a birch glade, a
river under willows, a waterfall gorge, a gold meadow, a marsh full of fireflies, dunes and
the open shore. Nara walks, and breaks into a gallop when your typing flows, and grows up a
little over the journey.
Every sound is made as you play. Each place has its own ambience and echo, and the melody
is not on a timer: it moves forward one note every time you finish a word, so you
are playing the theme.
For people who finish the list
87 achievements, 26 of them with live progress. A Friends gallery. A Route screen showing
all five decisions and which ending they lead to, with a button to change any of them.
Nothing is missable: after your first ending every level stays replayable.
Kind to every typist
Three difficulties, from learning the keyboard to fast and tight. If the mist catches you
twice on a level, the game quietly eases the pace it asks for. No ads, no purchases.
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