Palinode Rewind Shooter
Time rewind action shooter
Related categories
Game information
- Players
- One player
- Category
- Action
- Controls
- Touch, mouse, keyboard
- Languages
- 20 languages
- Price
- Free
- Played
- 4 times
About Palinode Rewind Shooter
A clockwork vault resets its rooms every eight seconds. Record a route, return as an echo and work with your past selves to open the way through the mechanism.
Replay your past runs as echoes in a clockwork action shooter. Dash, hold two or three plates together and clear 12 rooms across three acts.
How to play Palinode Rewind Shooter
Move with WASD or the arrow keys. On a phone or with a mouse, drag the floating joystick from any open area. Your weapon fires automatically, preferring the nearest exposed enemy and targeting a shielded enemy only when no exposed enemy remains. Space or Shift dashes. Press R or tap Rewind to end the current attempt early; the input is a press, not a hold, and rewind becomes available after half a second. Death or the eight-second deadline also rewinds the room and records your movement, dash and shot directions. You have four attempts per room total: the first run and up to three echo recordings. An echo repeats its route and attacks with the damage stored in its recording. When its route ends, it stops firing but stays at its final position and can keep holding a plate. Every pressure plate in the room must be held at the same time to open a shield. Rooms use two or three plates, and visible tethers show which actors are holding them. Clear guardians in rooms 4 and 8 to choose an upgrade and unlock the next act checkpoint at rooms 5 and 9. The final guardian is in room 12. Upgrades improve future shots or health, but an act checkpoint starts with a fresh score and no earlier upgrades. Daily runs always start in room 1. The three acts contain sentry cones, moving crushers, breakable cover, powder stores and pressure switches.
Controls
- Touch
- Drag the floating joystick from any open area to move; tap Dash or Rewind. Tap Rewind once to record early; you do not need to hold it. Your weapon fires automatically.
- Mouse
- Drag the floating joystick from any open area to move; click Dash or Rewind. Click Rewind once to record early; you do not need to hold it. Your weapon fires automatically.
- Keyboard
- WASD or arrow keys move, Space or Shift dashes, and pressing R once records the current attempt early. The weapon fires automatically.
Features
Four attempts, three echoes
Each room gives you four attempts total: your first run and up to three recordings. On the first three attempts, death, the eight-second deadline or a Rewind press restarts the room and records your route. If the fourth ends before the room is clear, the run ends.
Echoes stay to hold plates
An echo replays its recorded movement, dashes and shots. It stops firing when its recording ends but remains at its last position, where it can keep holding a pressure plate.
Open shields together
Every plate in a room must be occupied at once to open a shield. Rooms use two or three plates, and visible tethers show who holds each one.
Three guardians across 12 rooms
Three acts contain 12 rooms. Guardians appear in rooms 4, 8 and 12: The Pendulum, The Bell and The Chronarch.
Run upgrades and missions
After the first two guardians, choose faster firing, one extra damage per shot or one extra health for the rest of that run. Three run goals and 13 missions track room clears, echo kills, shield openings, rewinds and score.
Saved act checkpoints and daily runs
Clearing room 4 or 8 unlocks a starting checkpoint at room 5 or 9 on this device. A checkpoint run starts with a fresh score and no earlier upgrades. Daily runs always begin in room 1.
Tips
- In the first room, run to either plate and let the loop end; your echo will hold it while you reach the other plate.
- Use Rewind with a press when your route is useful and you want to replay it before the eight-second limit.
- Echoes keep their recorded shot damage. A Power upgrade changes shots in future recordings, not the attacks already stored in an echo.
- Read the plate tethers before attacking a shielded target; every plate in that room must be occupied together.
- Save a dash for a crusher crossing or a guardian volley, and remember that it has a cooldown.
Frequently asked questions
How do the four attempts and three echoes work?
You get four attempts total in each room. Your first attempt can create the first echo; the next two rewinds can create two more. If the room is still uncleared when the fourth attempt ends, the run ends.
Do echoes disappear when their recorded route ends?
No. An echo stops firing after its recorded shots have played, then stays at its final position. It can continue holding a pressure plate.
How do I open a shield?
Every plate in the room must be occupied concurrently by the player and/or echoes. Some rooms have two plates and others have three; visible tethers show the active holders.
How does the weapon choose a target?
It fires automatically at the nearest exposed enemy. If no exposed enemy is alive, it targets the nearest shielded enemy.
What upgrades are available?
After clearing the guardians in rooms 4 and 8, choose faster firing, one extra damage per shot or one extra health. The last guardian in room 12 ends the game without another upgrade choice.
Can I continue from a later act?
After clearing room 4 or 8, you can select the saved starting checkpoint at room 5 or 9. A checkpoint run has a fresh score and resets upgrades. Daily mode always starts in room 1.
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