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The Weaver. Adds names back to the count. Believes Sigma is misled, not lost.
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A kingdom comes apart one missing name at a time. You ride out to count it back together.
Explore the worldA calm puzzle. A saga that means it.
Numera is a no-pressure number-grid game folded into a cinematic role-playing journey. Every row sums to the target on its right, every column to the target below, and cells lock green the moment they reconcile. Between grids you cross a painted world, and a story unfolds that is gentler, and stranger, than the numbers let on.
Long ago the Sorcerer-King held the whole kingdom in a single magical count: one ledger, forty years without famine, every name accounted for. When his eight children broke the Binding, they freed the regions to keep their own counts, and Year Zero began. Thirty years on, the peace is fraying. Grain refuses the tally. Glowing grids of empty cells open in the fields. Walls count themselves wrong. Two cousins ride a census across the land to find out why, and to bring the family home.
Each cousin carries a math sign, a color, and a bloodline. Two of them refuse the ritual that is bending the rest. The other five wait at the end of their region, and the boss you meet there is the family you came to save. Win the grid and you break the lie. You do not have to break them.
The Weaver. Adds names back to the count. Believes Sigma is misled, not lost.
The Reaper. Strikes away what should not be there. Will not raise a hand against Sigma.
The Arbiter. Learns the hard way that the equality which closes a road can trap everyone inside it.
The Evoker. Multiplied tribute to defend his Hills, until the children of those hills went cold.
The Geomancer. Re-cut the borders out of grievance, and learns that equal shares can still be killing.
The Conjurer. Traded judgment for certainty and starved the lowlands to be sure.
The Oracle. Refused the next dawn for forty days. The cousins carry the wheel forward beside her.
The Summoner. Not a villain. A grief, working a ritual to force the old count back over everyone she loves.
The Chronicler. An ageless merchant whose caravan is your shop and whose voice is the lore.
Fill the grid so every row reaches the target on its right and every column reaches the target below. Cells lock green the instant they reconcile. There is no timer and no fail state. Turn on Calm Mode and the saga waits as long as you need it to. The count is hard enough to be satisfying and never sharp enough to sting.
Travel a painted region map land by land, choose a cousin's magic Strand, and level a personal Standing as you go. Six regions hold fifteen lands apiece, from the green sweep of the Sum Plains to the quiet finale at The Summation. Cinematic cutscenes carry the family forward, and an original orchestral score follows you from one region into the next.
Maktoub's caravan is your Treasury, and his voice is the Chronicle: roughly forty lore entries and a living vocabulary that deepen as you learn. A dual Before-Binding and After-Binding calendar dates everything. Recruit the family one region at a time, and let the world fill in around the grids you solve.
Six painted regions, each with its own land to cross and its own cousin to bring home. The boss at the end of every map is family.
Sum Plains
Region 1 · Eq, the Arbiter
Scaling Hills
Region 2 · Tim, the Evoker
Splitting Falls
Region 3 · Devi, the Geomancer
Exponent Peak
Region 4 · Sq, the Conjurer
Circle Vale
Region 5 · Pi, the Oracle
The Summation
Region 6 · Sigma, the Summoner
Numera arrives fresh as version 1.0.0: the same calm grid, now carrying a full saga around it. There are no dates to promise and nothing to pre-order yet. Leave us a note and we will tell you the moment the road opens.
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