● PLAYABLE DEMO
Gear Work
Drop gears to carry the drive across the board — but every gear turns the next one the other way.
Build the train, mind the direction
Gear Work is a logic puzzle where the player places gears to carry a motor's drive to an output — each gear reverses the next — across generated levels with turntables, gates, hints and a points economy; we build a brand's own version of it as a daily-return puzzle inside a loyalty or engagement programme.
A motor spins on one side of the board and an output waits on the other. You drop gears from a tray to bridge them — but every gear turns the next one the opposite way, so reaching the output is not enough: it has to turn the right way when you get there.
One mechanic arrives every two levels: blockers that force a route around, turntables that carry the output somewhere nothing can reach until you spin them, gates the turntable shoves open. Every board is generated from the player's own seed, so the difficulty curve is a contract and the layout is always new.
Spare gears left in the tray at a win cash out as points, and points buy a gear back on a later board when a slot has run dry. Easy mode drops the clock and adds hints; the harder modes put it back. It is a puzzle that rewards coming back, not a reflex test.
Coloured gears on dark steel
A dark circuit panel with a dotted grid, and the gears in a handful of bright colours — red, gold, green, blue — each drawn as a canvas shape rather than loaded as art. The palette is the whole look, so a colour change reads as a complete restyle.
Gears, board, turntables and gates are all runtime-drawn, so the machine can be re-themed to anything that meshes: your product parts, your icons, your world's own mechanism.
Levels that teach one thing at a time
What changes when it's yours
The gears become your components and the output becomes the thing your brand makes work. Points become your loyalty currency and the tray becomes the reward tier — which is why this is the format for a programme that wants a reason to open the app every day, rather than a campaign that wants a share.
Other mechanics we can build on
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Gear Work — your questions, answered
- What do we get if you build Gear Work for our brand?
- Your own game on this mechanic — not the demo with a logo dropped on it. The world, the art, the copy, the rules and the reward are made for your brand, and the demo you can play here is the proof that the mechanic itself already works.
- Is this a white-label licence?
- It's a licence on a mechanic we've already designed and shipped, rebuilt as a white-label game for your brand. You don't get the demo with your logo dropped on it. The world, art, copy, rules and reward are made for your campaign, and the finished game goes out under your name.
- How long does a build on Gear Work take?
- Gamification of this kind typically take 4–8 weeks, and starting from a mechanic we have already designed and shipped keeps a build toward the faster end of that range. We agree the timeline before we start and every milestone ends in a playable demo.
- Where can it run?
- In the browser, on phone and desktop, with nothing to install — embedded on your own site or landing page, or linked from ads, social and email. Tell us where the campaign runs and we build to those specs.
- Does it work as a daily habit rather than a one-off?
- Yes — it is built for that. Every level is generated from the player's own seed, so the ladder of difficulty is a promise while the layout is always a surprise, and the points economy carries over from board to board. That is the shape of a daily puzzle people return to, which is what makes it a fit for a loyalty or retention programme rather than a single campaign push.
- Can we play it before we decide?
- Yes — the demo on this page is the real, finished mechanic, playable right now on desktop or phone. Play it, then tell us the campaign and we come back with what your version looks like.
Want this in your brand?
Tell us the campaign and we'll come back with what a rebuild looks like.