FLYWAY
Every autumn, millions of small birds cross the sea at night. Most nights they fly straight over your headland.
When the wind comes off the sea and it rains at dawn, they come down in every bush: a fall. You run the observatory. Set mist nets beside cover, walk the net rounds, ring every bird and let it go. Now and then a ring is found again, far down the coast or across the sea, and a line appears on your flyway map.
The rule that matters: no bird waits. A bird left 40 minutes in a net, or 70 in a bag at the hut, is let go unringed, and your members hear about it. The strip under the map prints the oldest bird's real wait and the limit that applies to it. On a big fall, opening every net loses birds. Closing nets until your ringers keep up rings more. The weather forecast tells you when a fall is coming, if you have bought the instruments to read it.
A first game starts paused with a three step guide: a net beside a bush, the waiting bar under the map, and closing a net when the bar turns amber. The first morning opens with one net, and the first fall is a gentle one.
What is in it
- 44 bird species, every one drawn by the game from its own plumage row, from robins and goldcrests to the rare ones a fall sometimes brings.
- 12 moths for the night list, once the moth trap is lit by the hut.
- 9 unlocks on a ladder: more net rides, a Heligoland trap whose birds can wait longer than a net allows, a seawatch hide, a second ringer, garden planting, weather instruments and more.
- Weather that matters: wind direction, rain and cloud decide each dawn, and a 40 day autumn holds only a handful of falls.
- Recoveries: rings found again draw lines from your headland to wherever the bird was found.
- An ending: the annual report, with its cover, the year list drawn bird by bird and every recovery on the map. Once printed, you can read it again from the ladder or the season card.
- No game over: each autumn ends with a summary sheet, and the next autumn keeps everything you built.
Plays in the browser with mouse, touch or keyboard. On an upright phone the board has its own tab, and the table, ladder, list, map and log open as full height sheets, with type and buttons sized for the phone. It saves at the end of every day.
Controls
Click or tap a cell to use the selected tool; everything else is a button. Keyboard: arrows move a cursor and Enter uses the tool there · 1, 2, 3 pick nets, planting or take down · Space pauses · + and - change the speed · M sound · H how it works (also on the title) · Esc closes.
The species, places and ringing are real; the numbers are simplified for play. Bird ringing is licensed work done by trained ringers under a ringing scheme.
Paid, from the same studio
- PILOTAGE ($5.99): bring a fishing fleet home at dusk, every boat on a mooring of her own.
- ROOTWORK ($5.99): grow a seed's roots down to every pool of water; every cell costs sugar.
- THE TURNING YEAR ($9.99): one world drawn four times over; turn the season and hold it while the year pulls back.
Credits and disclosure. Made by Core Systems Asset Factory. Code, graphics and text were made with AI assistance; the music was composed as note data and synthesised in code, with no AI audio. The store cover was made with an image model; the sound effects are synthesised live in the browser, so no generative audio model was used. Typeface: Alegreya Sans, under the SIL Open Font License, which ships beside it.
More free browser games from CSAF
- BANNERET: SUCCESSION — Plant the banner and the whole House charges it. The dead stay dead — their heirs inherit the blood, flaws and all.
- CHARGE BARGE — Drive a storm ironclad up a hostile coast. Volts buy the hull; surge buys the miracle; the ram is a decision.
- OTTERBOUND — Six otters, one raft, and a river that never ends the same way twice.
- THE LAST FLOCK — Your army is a crowd you shape with movement alone — and it dies.
- RUSTBLOOM — You never find the key. You forge it. A top-down adventure where every lock has many answers.
- SECOND INTENT — A duel where the opponent is openly building a read on you — and shows you exactly what it has learned.
- FLOODMARK — The flood is not the disaster. The flood is the harvest. A cozy town builder you play by aiming a river.
- ANNEAL — Pour it big. Pour it right. You rarely get both. A free foundry game about size and temper.
- PERIGEE — An indirect god game where your only lever is the moon. Set the orbit; the tide does everything else.
- PRISMHORN — Seven bands leave your horn at once. Each one is a verb, and they fire together — you aim all seven or none.
- STARCHART — Every voyage you fly is inscribed forever — the route you took becomes the constellation.
- HALFLIGHT — Everything in the vault is decaying. That is what pays you.
- SEEDLIFT — A cozy farm that grows while you raid the wilds for seed. Beat the storm to the balloon lift.
- WHAT WE BURN — A horror game about the cost of staying warm. Burn what made you a person, or freeze holding on to it.
- UNDERSTORY — Spread a fungal network through a forest floor. Digest what you reach. It never wipes your board.
- SWALLET — You are the hole in the hill. Cut chambers, set wards, and decide who gets back out. Free, and it never resets.
- FROSTLEDGER — The ground gives more every winter. You pay for it out of the things you can still be moved by.
- BITTERWORKS — A soda works on a drying salt lake. The brine is finite, it moves, and the works has to follow it.
- CARILLON — A tower defence whose towers never shoot. Hang bells; where two rings touch, a spark is born.
- OUT OF SORTS — A typing roguelite in a letterpress shop. You do not have a word list, you have a type case.
- THE WARM ROOM — Keep a derelict glasshouse alive through one winter. The heat in the room is made of the people in it.
- MAKE YOUR NUMBER — Six ships in the dark and one lamp. Every case is generated, then proven to have exactly one answer.
- PROMPTBOX — Three minutes of an overture, played over and over. Only what you work out survives.
- TIDEPOST — Carry the mail between nine islands across a real current field. The ocean is the mechanic, not the backdrop.
- ECHO LOCATOR — A pitch-black stealth game where sound is sight: every noise you make draws the room and gives you away.
- BULLET HELL BOTANIST — You have no weapon. The garden shoots. Harvesting a plant pays you and takes its covering fire away.
- Vampire's Morning Routine — Dawn is coming. Shut every window, drape every mirror, get in the coffin. The sunlight is a real, bendable beam.
- CLEAVE — One row of five cards. You and the end of the world draft from it. Every card is a ward, or a horror.
- TAKEN AS READ — A narrator describes the room. His sentences are not true until you accept them.
- TEMPO DRIFT — A racer whose road is the beat. Steer on it and the song, and your car, speed up.
- CONTEMPT — A courtroom brawler. Objections are parries. Hitting opposing counsel works, and costs you.
- IRONROAD — A free beat-em-up down an elevated railway. Draft your combo, and where you set each move decides what it does.
- SPALL — A match-3 where the board is your mech. Getting hit shatters the plates where it lands.
- Gravity Plumber — Reroute the water. Ride the fall. A free browser puzzle platformer where the room tips toward its heaviest tank.
- ANAGAMA — A wood-fired kiln incremental whose score is a shelf of pots that will never exist again.
- ROOTBOUND — A plant that thrives shades the ones beside it. The bed you laid out perfectly stops working because it worked.
- SIDINGS — A winter railway where capacity is signalling, not mileage. One train per block section. Two is a wreck.
- POLDER — Take the land back from the sea. A free browser incremental where water is terrain, not a counter.
- THE DYEWORKS — A dye house incremental. Grow the dyes, tend the vats, and match the colour the town ordered.
- SWELTER — An icehouse incremental in a hot country. Your ice is evaporating, and the only thing insulating it is more ice.
- CLERESTORY — A cathedral incremental. Height is fame, and every vault you turn pushes its own walls outward.
- COMBWRIGHT — A free beekeeping game: lay out the comb, raise the brood, and keep the colony through the winter.
- AFFINEUR — A cheese-cave incremental where time is the ingredient: age every wheel to its peak, then decide when to sell.
- GASHOLDER — A gasworks incremental: the day makes the gas, the night burns it. Light a town and keep it lit through winter.
- STAGHORN — A reef restoration incremental: raise coral in a nursery, plant it cell by cell, and keep it alive through the heat.
- THEODOLITE — A survey incremental: raise trig stations, read the angles, and ink a county sheet by sheet before the fog comes in.
- COPPICE — A woodland incremental: cut hazel in rotation, sell what each age gives, and keep every age standing for the wildlife.
- CROSSBLOOM — An orchard incremental: plant each apple tree beside a partner that blooms when it does, and keep the frost off.
- HEFTSTONE — A hill farm incremental: hefted flocks, drystone walls, and a fell that answers your stocking.
- SHELLYARD — A fireworks yard incremental. Every shed's licence draws a circle no other shed may stand inside.
- SCOURFAIR — Keep an old chalk hill figure white, then cut your own. Every corner you draw is upkeep forever.
- Museum of the Future — Year 3000. Guide tours through a museum of our junk, invent its history, and keep your story straight.
- SCRATCH-OFF TYCOON — Rub scratch cards with a coin that wears down, read the colours, upgrade the coin and chase the Golden Ticket.
- SUGARHOUSE — A maple sugaring incremental: catch the freeze and thaw, tap the bush, draw tubing, boil jars for the fair.
| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Author | CSAF — Core Systems Asset Factory |
| Genre | Simulation, Strategy |
| Tags | 2D, Animals, birds, Incremental, Management, nature, Singleplayer, time-management |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| AI Disclosure | AI Assisted, Code, Graphics, Text |









Leave a comment
Log in with itch.io to leave a comment.