
A spider is holding you, and he will tell you the truth if you can get it out of him. Move his mood, put two of his words together, and ask before dark. Controls Touch or mouse: tap only. No keyboard needed. Tap a glowing word while he speaks to keep it. The game waits until you do. Tap two kept words on the rail to form a question. Tap a card to say something, or ask when the moment is right. How it plays You have twenty-four turns before dark. Anansi’s mood is one of nine named states arranged in a ring, drawn as nine dots. Every card is something Athena could say, and it walks him one step toward the mood printed on it. Cards tell you whether that takes him closer, farther, or sideways from what your question needs. Ask at the wrong moment and he deflects. Ask when he is where you need him and he breaks, and one band of the rainbow overhead fills in. Five things are worth knowing. The ledger lists all five and the mood each one needs. Getting one is an ending. Getting all five is a different ending. Story Athena’s fall at the end of Sugarwind lands her in the web of an ancient spider named Anansi. He never lies. He also never tells you everything. The game is not about overcoming him. You can’t. You have no mobility, no leverage, and in the end you will agree to his task in exchange for your freedom. The game is all about what information you can manipulate him to unintentionally divulge from that position of seeming powerlessness. Third in Unicorn Sugarworld, after Sugarwind, but meant to stand alone. Text contrast meets WCAG AAA and colour is never the only signal: every mood dot is labelled. More at unicornsugarworld.com