Series
Keeping Time
Every watch in Tick Again runs on a model of a real movement: wheels with tooth counts, a balance that swings at its own rate, a mainspring that runs down. Nothing on the bench is an animation of a watch; it is a watch, worked out in Swift, and the game is what you can do to it. Seven articles on how that model is built, from the gear train to the faults a watchmaker finds, each with the code that does it and the tests that hold it to the real thing.
01
One Turn an Hour
C1’s gear train from barrel to escape wheel, why the model starts from the minute hand, and the test that catches a wheel cut one tooth short.
September 19, 2026
02
Half a Tooth a Beat
The balance as a sine, the twelve milliseconds a beat when the lever touches it, and a train that stands perfectly still in between.
September 21, 2026
03
Three Sounds in Every Tick
Unlock, impulse and drop, placed from the escapement’s own timing, rung on resonators, and started on the exact audio sample.
September 23, 2026
04
Reading the Timegrapher
Rate as a slope, beat error as a gap between two lines, and amplitude read backwards from the width of a tick.
September 25, 2026
05
Seventeen and a Half Turns
From crown to ratchet to mainspring, forty-two hours of reserve, and why a watch stops with spring still in it.
September 27, 2026
06
The Order a Movement Comes Apart
An order of disassembly that is written nowhere, falling out of each part’s outline and height, and run backwards to put it together.
September 29, 2026
07
Faults as Physics
A watch’s rate term by term, faults that change the model rather than flag it, and what oil costs a balance.
September 30, 2026