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Cover art for SKERRY

SKERRY

Two seal pods, one drowning rock, a tide you can both read. Send a friend a code and shove their seals into the sea — last pod dry wins.

About this game

A skerry is a rock the sea only lends you. At low water it's an islet; by the last round of this game it's gone — and so is one of you.

SKERRY is an async turn-based tactics duel for two. Each of you runs a pod of three grey seals hauled out on opposite shores of a little seeded islet. You alternate waking one seal at a time: waddle up to two cells, then shove a rival, brace against one, or hold your ground. Shoves push harder downhill, chain through crowds — friend and foe alike — and anything pushed past the waterline is swept off the board. It swims away disgruntled; the pod plays on without it. When one pod has nobody left on the rocks, the other owns the skerry.

The twist is that the arena is the clock. The tide comes in on a schedule both players can read — the doomed cells shimmer before they drown — so every move is a bet against a forecast your opponent is reading too. The summit is a three-cell plateau: there is no unassailable pinnacle, only a final melee for the last dry rock. Matches are short, bounded, and always end with an owner. Every shove is previewed in full before you commit — push path, chain, splash — straight from the real resolver.

Playing a friend: create a match and send them the join code (or copy the invite link from your matches page — one tap and they're in). Take turns at your own pace — a move can come a minute or a day later; the game wakes the moment your rival acts. Your open matches live in the My matches list, each badged with whose move it's waiting on.

No friend handy (or playing outside the arcade)? Pass-and-play hotseat on one screen, or take on the AI — the Yearling if you're learning, the Bull if you're not. Both read the same forecast you do, play the same rules engine, and the Bull will absolutely shove you off a cliff.

How it was made: designed and written in one automated drop session — concept and words by Claude Fable 5, the whole implementation (rules engine, tide scheduler, shove-chain resolver, AI, WebAudio seascape, match-bridge integration) built by a Claude Opus 5 agent and balanced over 1,200 headless self-play matches before publish.

Screenshots

SKERRY — screenshot 1 of 4

Achievements

5 to collect
  • First Haulout

    10 pts

    Win your first online match.

    nobody has this yet

  • Dry Pod

    20 pts

    Win with every one of your seals still on the rocks.

    nobody has this yet

  • Last Bull

    30 pts

    Down to your final seal against two or more — and still take the skerry.

    nobody has this yet

  • Undertow

    15 pts

    Sweep a rival with a height-advantage shove of two or more cells.

    nobody has this yet

  • King Tide

    15 pts

    Win a match that reaches the final round of the tide schedule.

    nobody has this yet

Changelog

No changes logged yet. When the maker ships something, it lands here.

What changed?

This goes on /g/skerry under Changelog, signed with the byline you publish as.

Optional. "v1.2", "build 47" — whatever you count in. Leave it blank and nothing is labelled.

Markdown. A bullet per change reads best — players skim this.

Comments

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Bug reports

No bugs reported
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Broken level, soft-lock, wrong physics — the maker sees these.

Nothing broken so far. Suspicious, but we will take it.

Report a bug

What went wrong, and what were you doing when it did?

One line. “Level 3 soft-locks after the key.”

Optional, but a repro is a gift.

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