True Detent: Gears
A clockwork puzzle box

True Detent Gears

Solve the machine · Wake the heart

Something enormous has seized up in the dark, and you are the only one still down here with a wrench. Turn one gear and its whole downstream chain turns with it — find the order that brings every notch to the top, and the machine wakes up section by section.

Vernier, a small blue robot with a pressure-gauge face, hovering on a jet of light
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The machine map, showing gear-shaped level nodes numbered 19 to 27 wired together, three of them lit blue with three stars each, under the heading THE HEART, section 3 of 7
Section 3 / 7

One machine, seven sections deep.

Levels are not a list — they are joints on a body. Each one you repair lights the wiring to the next, and when a whole section comes back online the map scrolls on into somewhere darker. The Heart is only the third thing you reach.

7 sections Three-star repairs Wired progression
Level 21, Wide Load: five gears linked by belts on a blueprint panel, one lit teal at the centre and two red gears at the bottom still out of alignment, with two moves and one detent left
The Rule

Turn one gear. The whole chain answers.

Every gear is belted to the ones below it, so a single turn ripples all the way down — and some of them run backwards. Align every notch to the top before you run out of moves. Detents let you pin a gear so it stops answering, which is usually the difference between a mess and a solution.

Downstream chains Limited moves Pin with detents Reset any time
Level 9, Manifold, solved: every gear in the assembly glowing teal and in alignment, with zero moves left and three detents spent
Power Restored

Every notch up. The current runs.

The moment the last gear clicks into line, the belts light from the top down and the whole assembly burns teal. Do it with moves to spare and the repair is filed as perfect — that is the run worth chasing, and it is what the seals in your log are counting.

Perfect runs Spare-move bonus Logged forever
The Workshop

Six shells. One keeper.

Vernier has been down here longer than anyone remembers, and the workshop keeps a rack of spare plating for him. Every shell is earned, none of it is bought, and none of it changes how the machine behaves — it just changes who is holding the wrench.

Vernier in his standard blue shell VernierStandard issue. Dented, repainted twice, still reads true.
Vernier in the deep violet Abyss shell with a dish antenna AbyssPressure plating from the flooded sections. Antenna optional.
Vernier in the orange and grey striped Beacon shell BeaconHazard stripes. Visible from the far end of a dead corridor.
Vernier in the white Frost shell FrostCoolant-line issue. Runs cold enough to work through a jam.
Vernier in the pearlescent Star shell with a gold dial StarAwarded with the Star Wheel seal. The dial goes gold.
Vernier in the black and gold Warden shell WardenBlack lacquer and brass. For whoever finishes the last section.
Keeper's Log

Seals for the things you actually did.

The log is not a checklist of taps. Each seal names one specific thing — a first perfect run, a thousand cogs banked, ten joints put right — and the repair file underneath keeps a running count whether you are watching it or not.

First Repair

Ten Joints

First Perfect

Ten Perfects

First Hundred

Thousand Cogs

Star Wheel

?

???

?

???

Nerve Lights0 / 189
Seals Earned0 / 9
Keeper's Log screen: a wall of hexagonal seal plates including First Repair, Ten Joints, First Perfect and Star Wheel, with two locked slots, above a repair file of running counters
Publisher

COMTECH WATER SYSTEM CORP.

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Address 6, Shui-Ching St., Taichung City, Taichung 406013
Game True Detent: Gears
Company COMTECH WATER SYSTEM CORP.