A quiet game of small restorations

Put a little
world right.

Gentle scenes, slow single-drag puzzles, and music tuned for calm. Nothing is timed and nothing can be failed.

No timerNo scoresNo failures

Garden · restoration study Move across the grey

A quiet game

Nothing is timed.
Nothing can be failed.

Sereniton is a game about putting small worlds right. Its scenes have lost their color, from a garden at noon to a koi pond under raked gravel, from a dusk shrine kept by two stone foxes to a glass conservatory, saltwind cliffs, a copper observatory, and a cove where an old and entirely gentle kraken lies dozing.

You restore each one with slow, single drags: you align a halo, connect a blossom vine, ease kelp off a sleeping arm, and breathe along with a selkie until her ribs settle. Each scene returns in gentle variations. It is always the same place, never quite the same evening, and never unfair.

There is no score, no streak to protect, and nothing that minds if you put the phone down in the middle.

From the game itself

Some of the scenes.

Grey worlds, slowly given back their color.

A restored garden with a blossom tree, pond and settled sun halo
GardenThe garden, restored
A koi pond seen from above, ringed by raked gravel
Koi pondStillness settles the koi pond
A night valley with a moonlit lake and warm cottage
Night valleyThe night winds down the day
A dusk shrine with a red torii gate and two stone foxes
Kitsune shrineThe shrine and its two foxes
A seal resting beside moonlit tide pools
Selkie coveBreathing with the selkie
A hollow hill with an open stone doorway, harp and white hind
Hollow hillThe hill keeps its door open

Some scenes appear on their own dates and quietly leave again.

Slow, single drags

How it plays.

There are rings to align, vines to connect, mist to brush away, bells to ring in their own order, and breathing to settle into. Each mechanic is taught by showing you, once, the first time you meet it.

At first

Fifteen gentle mechanics.

Rings, vines, mist, bells, breathing and more. Each asks for one slow gesture and shows you what to do the first time you meet it.

When you return

It has quietly changed.

The petals have drifted, the rings sit at a new tilt, and the wisps wait in different hollows. It is the same place, but not quite the same evening.

Through the year

Seasons keep their own calendar.

Some scenes appear on their own dates and quietly leave again, among them a winter hearth, a lantern-lit new year, and an orchard at Easter.

Tuned for calm

The sound.

The scenes draw from a score library generated for this game rather than licensed. The music is tuned to A = 432 Hz in just intonation, paced at 60 beats per minute, with soft bell accents and a bed of pink noise. Underneath sits a quiet layer of binaural tones, and each scene opens with a slow descent that eases the pace down as you settle in.

It is designed for calm.

Twenty-six seconds from the garden score.

Quiet by design

Nothing that minds if you stop.

01

No score to chase

Nothing is timed and nothing can be failed.

02

No streak to protect

Put the phone down in the middle. Nothing in the game minds.

03

No one watching

The current preview has no accounts, analytics, advertising or network access.

No promises before they are real

Launch plans.

The current preview is offline. It contains no live advertising, purchases, accounts or analytics. Price and launch details will be published here only after the final store build and its privacy information are verified.

Coming to Google Play