Learn Stitchfall in one room: run, jump, turn the pull
Stitchfall's rules, taught by its first room: collect the sewn buttons, turn gravity a quarter turn, run along the ceiling and walk out through the zipper.

Notes from the workbench: how the turn works, why each fabric pulls the way it does, and what is coming next.
Stitchfall's rules, taught by its first room: collect the sewn buttons, turn gravity a quarter turn, run along the ceiling and walk out through the zipper.
Stitchfall began as Palewheel, a working title that meant nothing in the game. Here is why it changed, and how the name, the letters and the buttons fit together.
Stitchfall's traps surprise you without cheating you: each one shows its track first, winds up before it moves, and a hit costs only a few seconds.
Water, dunes, forest, night quilt, rain meadow and frost woodland: what each of Stitchfall's worlds does to the runner, with the real numbers behind every pull.
How one tap turns the pull in Stitchfall: gravity as a direction, running along the tangent, jumping against the pull, and the forgiving timings that make it feel fair.