How to play Wispbind

A visual guide · Find your first pair

Your goal

Find the pair. Thread both wisps.

Turn the wisps around their brass circle so every wisp lines up with a clear seam in the closing glass. They move together, with a fixed angle between them during each stage.

Both seams line upABGrey arcs = glass · Gaps = seams

Simplified teaching diagrams. A, B and C identify the wisps here; these letters are not controls.

01Start, turn, then hold your position

  • Tap or click the board to begin, or press Space or Enter away from a focused control.
  • Hold ← or A to turn counterclockwise; hold → or D to turn clockwise.
  • With a mouse or finger, hold the left or right side of the board. Drag across the centre to change direction.
  • Release to stop turning. The glass keeps moving in real time, so line up before it reaches the brass circle.

02Turn both into the openings

1. Read both positions

One turn moves bothABGrey arcs = glass · Gaps = seams
In this early-stage example, the wisps are opposite each other. Turning one toward a seam moves its partner by the same angle.

2. Stay aligned through the pass

Both seams line upABGrey arcs = glass · Gaps = seams
Both wisps now point through openings. Stay inside the seams for the whole time the thick glass ring crosses your circle, not just the first instant.

03A tempting seam can be a decoy

Follow both faint beams

Check the partnerABOne opening is not enough.
The upper opening fits one wisp, but the lower wisp points at glass. Turn toward the left-and-right pair instead. The brass circle is your path; the grey arcs are the approaching shade.

From stage 6, seams can drift while the glass closes. Follow their movement through the crossing instead of aiming only at where they are now.

04Protect the sparks and grow your chain

  • Three sparks protect the lamp. A glass hit spends one and resets the clean chain and multiplier. It does not remove points already earned.
  • Thread a ring for 25 × the multiplier. Every 8 consecutive successful rings raises it, up to ×8.
  • Using different seams adds 15 points. Each wisp safely brushing a seam edge adds 10. These bonuses are added separately from the multiplier.
  • For example, an early clean pass through two separate seams earns 25 + 15 = 40 points without edge bonuses.
  • Twelve rings make a stage. Clearing it adds 150 + 50 × the stage number, plus 200 if no spark was spent. Recover one spark, up to three.

The × value in the HUD is the current multiplier. Spark marks show your remaining protection; Stage shows your progress through the endless run.

05Read the next bind before continuing

The formation changes

Later: three wispsABCGrey arcs = glass · Gaps = seams
The angle changes between stages. From stage 16, three wisps form a triangle: all three need a clear seam. The diagrams simplify the glass shapes so the formation is easy to read.
  • Between stages, use the breather to read the next bind angle. Continue or Space/Enter starts the next stage early; the countdown also continues automatically.
  • End Run, or E during the breather, finishes with your score and adds 100 per remaining spark.
  • The stages keep coming, with tighter seams and more tracking pressure. Spending the final spark ends the run.

Visual Guide freezes both the action and the breather countdown. Close it to return to the same run.