amonbook

App Store Game Games Free
8 Sept 2026launched 22 days ago
0.00 ratings
n/aApple doesn’t publish installs
Limited release · 49 countriesUnited Arab Emirates, Argentina, Austria, Australia +45 more
1.0.1latest version · 19 days ago

Screenshots

About

An ancient spellbook writes a line of painted amulets, seals it under gold wax, and refuses to show it to you. Your job is to prove that line by reasoning alone. You propose a full line of glyphs. The book answers only in counts: a solid gold sun for a glyph that is the right symbol in the right slot, a hollow lapis moon for a glyph that is right but misplaced. It never tells you which glyph earned which mark. Mapping those unordered counts back onto positions is the entire game. A lamp at the edge of the page holds your readings. Spend them carelessly and the oil runs dry with the verse still sealed. Spend them well and the seal breaks on a line you already knew. THE MARGIN IS WHERE YOU PLAY Down the side of every page runs the glyph palette. Pin a symbol beneath a column once you have proven it belongs there, and strike it out once you have ruled it out entirely. Strong play is not guessing and hoping. It is building a proof in the margin, then spending a reading only on the one thing still in doubt. THE RULE OF THE PAGE Every page declares how it is written: how many slots the verse holds, how many glyphs are in play, and whether a symbol may repeat. A no-repeat page and a repeats-allowed page demand completely different arithmetic from the very same marks. Later chapters conceal the rule, so the first thing you must decipher is the page's own grammar. Harder papyri add more to distrust. A void slot means one place in the verse may hold nothing at all, and nothing becomes a possibility you have to rule in or out. A cursed leaf lies to you exactly once, reading back a single false moon that you must learn to suspect. THE OSTRACON A shard of pottery left behind by an earlier scribe, with their readings and the book's answers still written on it, and exactly one reading left for you. Every ostracon is built so that one line and one line only fits those clues, so there is nothing to guess at. Read someone else's working, find the line they were closing in on, and write it in a single stroke. WHAT IS IN THE BOOK - The Book: six papyri of hand-built verses that widen from three slots to six. - Daily Verse: one seeded line a day, identical for every reader, with a streak. - The Scriptorium: endless pages that widen and add glyphs until you fail one. - Blind Grammar: every page hides its rule, so you always decipher the grammar first. - The Ostracon: one-shot riddles with a single guaranteed answer. - Four consumables with real logic: a whisper that pins one true glyph, a second sight that resolves a concealed rule or strikes an absent symbol, extra lamp oil, and an erasure that lifts your last reading. - The Codex, which fills as each glyph and each page grammar is mastered. - Citations to earn, and inks, page stocks and wax seals to unlock and see on the page. THREE MARKS PER PAGE One for deciphering the verse, one for staying inside par, and one for finishing with no whisper. Restarting a page is always free and unlimited, because a logic puzzle should never punish you for thinking. THE SCRIBE'S SEAL Stamp a finished page and pass it on. The seal repeats only the suns and moons the book gave you, never a position, so it spoils nothing for whoever reads it. Played entirely offline. No accounts, no adverts, no purchases required to reach any puzzle. Just a page, a lamp, and a line you have to prove.Read more
An ancient spellbook writes a line of painted amulets, seals it under gold wax, and refuses to show it to you. Your job is to prove that line by reasoning alone. You propose a full line of glyphs. The book answers only in counts: a solid gold sun for a glyph that is the right symbol in the right slot, a hollow lapis moon for a glyph that is right but misplaced. It never tells you which glyph earned which mark. Mapping those unordered counts back onto positions is the entire game. A lamp at the edge of the page holds your readings. Spend them carelessly and the oil runs dry with the verse still sealed. Spend them well and the seal breaks on a line you already knew. THE MARGIN IS WHERE YOU PLAY Down the side of every page runs the glyph palette. Pin a symbol beneath a column once you have proven it belongs there, and strike it out once you have ruled it out entirely. Strong play is not guessing and hoping. It is building a proof in the margin, then spending a reading only on the one thing still in doubt. THE RULE OF THE PAGE Every page declares how it is written: how many slots the verse holds, how many glyphs are in play, and whether a symbol may repeat. A no-repeat page and a repeats-allowed page demand completely different arithmetic from the very same marks. Later chapters conceal the rule, so the first thing you must decipher is the page's own grammar. Harder papyri add more to distrust. A void slot means one place in the verse may hold nothing at all, and nothing becomes a possibility you have to rule in or out. A cursed leaf lies to you exactly once, reading back a single false moon that you must learn to suspect. THE OSTRACON A shard of pottery left behind by an earlier scribe, with their readings and the book's answers still written on it, and exactly one reading left for you. Every ostracon is built so that one line and one line only fits those clues, so there is nothing to guess at. Read someone else's working, find the line they were closing in on, and write it in a single stroke. WHAT IS IN THE BOOK - The Book: six papyri of hand-built verses that widen from three slots to six. - Daily Verse: one seeded line a day, identical for every reader, with a streak. - The Scriptorium: endless pages that widen and add glyphs until you fail one. - Blind Grammar: every page hides its rule, so you always decipher the grammar first. - The Ostracon: one-shot riddles with a single guaranteed answer. - Four consumables with real logic: a whisper that pins one true glyph, a second sight that resolves a concealed rule or strikes an absent symbol, extra lamp oil, and an erasure that lifts your last reading. - The Codex, which fills as each glyph and each page grammar is mastered. - Citations to earn, and inks, page stocks and wax seals to unlock and see on the page. THREE MARKS PER PAGE One for deciphering the verse, one for staying inside par, and one for finishing with no whisper. Restarting a page is always free and unlimited, because a logic puzzle should never punish you for thinking. THE SCRIBE'S SEAL Stamp a finished page and pass it on. The seal repeats only the suns and moons the book gave you, never a position, so it spoils nothing for whoever reads it. Played entirely offline. No accounts, no adverts, no purchases required to reach any puzzle. Just a page, a lamp, and a line you have to prove.

Versions

  1. Version 1.0.1First seen · 11 Sept 2026

    bug fixed

Countries

Limited release · 49 countries

Apple lists this app in a small set of storefronts, a typical sign of a test or regional launch.

United Arab EmiratesArgentinaAustriaAustraliaBelgiumBrazilCanadaSwitzerlandChileColombiaCzechiaGermanyDenmarkAlgeriaEgyptSpainFranceUnited KingdomGhanaHong KongIndonesiaIrelandIsraelIndiaIraqItalyJapanSouth KoreaKazakhstanMoroccoMexicoMalaysiaNigeriaNetherlandsNorwayPhilippinesPakistanPolandPortugalRomaniaRussiaSaudi ArabiaSwedenSingaporeThailandTurkeyTaiwanVietnamSouth Africa

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