Surveying the Soggy Crossroads: Mapping Route 17
Our first systematic survey of the flooded crossroads reveals a pattern of submerged markers and conflicting waypoints. Follow the reeds, not the stones.
The waters are rising and the paths are shifting. Unravel the rumors and the truth behind the drowned town of Mirepost.
Every path through the marsh is a puzzle. Read the land, follow the rumors, and keep dry.
Scout for subtle markers—broken reeds, turned stones, the angle of moss—to blaze a reliable trail through shifting bog and fog.
Collect whispers from villagers and loners; each rumor adds a possible route to your map. But not every story is true.
Rainfall raises water levels and floods low paths. Time your journeys between downpours or wade through the murk at your own risk.
Scavenge wood and cloth to build signal posts. Leave warnings, invitations, or riddles for other travelers who pass this way.
An ancient instrument that trembles toward points of interest—but only when the wind is from the south and the sky is grey.
Field reports, route notes, and rumors from the marsh.
Our first systematic survey of the flooded crossroads reveals a pattern of submerged markers and conflicting waypoints. Follow the reeds, not the stones.
Travelers report a low whistling at dawn near the peat fields. Is it wind, or something more deliberate? We investigate the acoustic signatures.
A cache of letters recovered from the sunken chapel offers clues about the old route network. The ink runs, but the meaning holds.
One player's journey to retrace the final delivery of a courier lost in the fog reveals how the game's routing system creates emergent stories.
Not all puddles are equal. Learn to read the depth by the ripples and avoid the sinkholes that lead to forgotten cellars.
The ghost ferry rumor has circulated among marsh dwellers for seasons. We trace its variants to a single misremembered delivery log.
How the dynamic rain system reshapes both terrain and travel options, creating a living puzzle that changes with every storm.
Stempin grew from a single question: what if you got lost on purpose? Our small team of four spent eighteen months wandering real coastal bogs, sketching route puzzles and recording rain patterns until the marsh started speaking back. The result is a game that treats getting turned around not as a failure, but as the only way forward. We built Stempin to reward curiosity over certainty — every path is a rumor, every clearing a story.
Navigation notes for new route-finders and seasoned path-walkers alike.
It’s a single-player puzzle adventure set in the endless Sallowmire — a marsh that shifts with every rainfall. You play as a courier called a route-finder, tasked with delivering sealed missives between isolated settlements. The catch: the paths you memorise one day are gone the next. You’ll need to read the land, decipher rumours, and trust the unreliable maps scrawled by other couriers.
Rain is the primary reset. After each in-game downpour, certain routes collapse and others emerge. You’ll need to cross-reference old rumour notes, observe bird flight patterns, and even listen to the way wind moves through reeds to guess which paths are still passable. It’s not procedurally chaotic — there’s a logic to the marsh, and you learn to read it.
No. The tension comes from navigation, scarce resources, and the stories you uncover. You might have to wade through leech-water or outrun a sudden fog bank, but there are no weapons or enemies to fight. The marsh itself is the obstacle.
A first run usually takes 8–12 hours, depending on how many side-deliveries and rumour threads you follow. The marsh reshuffles on subsequent runs, so experienced route-finders often discover entirely new settlement chains and letters they missed before.
We’re launching on PC via Steam and itch.io. Console ports are being explored, but we want to make sure the touch-and-keyboard map-making translates well before we announce anything. Sign up for the newsletter on our home page if you want a nudge when those plans solidify.
Navigate the marsh, decipher the rumors, and chart your own route.