AETHERFOLD II

An illustrated field guide

A direction you can’t see.

Aetherfold gives the world four spatial directions. Start with a sheet of paper, move a bridge into view and turn a tesseract. Then try the same ideas with Elowen.

01 / Coordinates

Four numbers place you in the world.

Picture giving directions through an abbey. X tells you how far left or right, Y how high, and Z how far forward or back. Aetherfold adds W, one more independent direction. Two objects can share the same X, Y and Z and still be separated along W.

X
Left and right
Y
Down and up
Z
Back and forward
W
The fourth spatial direction

Try a thought experiment. If one door sits at W = 0 and another at W = +4, walking straight ahead changes Z. You can reach the second door by changing W.

02 / Cross-sections

Pass a sphere through a sheet of paper.

Where the sphere meets the paper, it leaves a circular cross-section. The circle is small near either end and largest through the middle. Aetherfold takes this one dimension higher. The cross-section of a 4D chamber is the 3D place you can walk through.

Near the edgeA small circle appears.

Through the centerThe circle is at its widest.

Outside the sheetThe intersection disappears.

The dotted outline shows the whole sphere. The filled oval shows the circle in perspective.

03 / Translation

Bring a bridge into your slice.

Move the slider and watch what changes. Both landings extend across a range of W. The bridge spans only W +3 to +5, so you can walk across when you enter that range.

Interactive model / View along W

Two landings are present at W zero. A bridge is present from W plus three through W plus five.

Try it

Find the crossing.

Move the slider. The two landings extend across W. The bridge occupies a shorter span, from +3 through +5.

A gap separates the two landings.

Try this. Start at W = 0, stop at +4, then continue to +6. The bridge appears and disappears while the landings stay in place.

04 / Rotation

Turn a tesseract through W.

A tesseract is the 4D analogue of a cube. This drawing projects all 16 corners and 32 edges onto your screen. In the game, you see only the chamber’s intersection with your current slice.

Moving along W changes where the slice sits. Turning in XW or ZW changes its orientation through the world. That can bring an object into reach from a different angle.

Interactive model / Tesseract projection

A tesseract is a four-dimensional analogue of a cube. It has sixteen vertices and thirty-two edges.

Try it

Two planes. Two turns.

Turn X toward W, then Z toward W. The diagram projects the whole shape. The game shows what intersects your slice.

Explore the six planes of rotation ↗

05 / In the game

Read the chamber, then try a move.

Watch the Celestial Stair come into view as Elowen moves along W. In the early chambers you’ll learn to turn the slice first. Later realms introduce direct movement along the fourth direction.

Elowen approaches the marble arch of the Celestial Stair.Play The Celestial Stair

Chamber 127 / Astral Concord

Look at ΔW on your compass.

ΔW is the difference between your W position and the active rite’s W position. Use it as a clue, then look for a physical route to the rite. At the Celestial Stair, hold C until W reaches +3, then climb.

Explore the scene by scrolling ↗
What’s the difference between orbiting and turning in 4D?

Orbiting the camera lets you look at the same slice from another angle. A 4D turn can bring different parts of the chamber into that slice.

Is W time?

W is spatial in Aetherfold. The game also has ordinary time, which passes while you walk, jump and solve each rite.

Gameplay

Open the chamber guide ↗