WORDASCENT

Why I made this

One person, in Sydney, who kept finishing the morning puzzle too fast.

My wife and I play word games together most mornings. That is the whole origin story. Wordle started it, the way it started it for a lot of people, and after a while we were not just playing it together, we were playing it against each other.

The problem was that it was over. Two minutes, maybe three, and the day's puzzle was done. I wanted something that lasted a little longer without turning into homework.

What I was actually after

I did not set out to build a better Wordle. Wordle is close to perfect at what it does, which is one small shared thing, done quickly, at the same time as everyone else. I wanted something with a slightly longer arc, that feels different daily but still has the same overall gameplay.

The other thing that mattered, more than I expected, was being able to compare results without ruining it. Half the fun of playing alongside someone is the reveal at the end, and that only works if you can show what you got without wrecking their go at it. So a shared result is the shape of your climb and nothing else. No words, no rule.

Where the climb came from

The growing tower was not the first idea. The first idea was a classic word ladder, the Lewis Carroll kind where you change one letter at a time to get from COLD to WARM. Those are lovely puzzles and they have a problem: there is usually one intended answer, so you are either on the path or you are stuck, and being stuck is not fun for very long.

Making every word one letter longer instead of one letter different fixed that. There are hundreds of valid answers at every rung, so you are never hunting for the one the setter had in mind. You are just reaching for a word that fits, and the reach gets harder as the words get longer. There is more on that difference on the word ladders page.

The nine letter moment

The reason the climb goes to nine and stops there is that nine is right at the edge. Seven is comfortable. Eight is work. Nine, under a clock, with a rule constraining every letter you are allowed to use, is genuinely hard, and landing it feels like something.

I have a nephew, and somewhere in the back of my head while building this was the idea that in a few years it might be something the two of us do together. That kept me honest about a couple of things. The words had to be real words rather than puzzle-speak, and the game had to be the kind of thing you could get better at rather than just luckier at.

Who builds it

Me, on my own. Wordascent is published by Voxsanity Pty Ltd, a small Australian company I run, and there is no team behind it. I am not a trained developer. I build using AI coding tools, which is what makes a game like this possible for one person in the evenings, and every puzzle, every rule and every word in the dictionary was still a decision someone had to make.

It is free, there is no account, and it does not follow you around the internet. The privacy page is short and says exactly what is and is not collected.

What is next

More rules, mostly. The rule pool decides how long the game stays interesting, and it is the thing I keep adding to. Beyond that I am listening to what people find too hard, too easy, or just annoying, and fixing that in roughly that order.

If something is broken or a real word will not go in, tell me. That feedback is worth more to a game this small than any amount of guessing on my part.

Play today's climb