mechanic

Use when

A puzzle or precision game wants exploration without punishment, or time as the toy.

What it is. A button that runs the world backward — either a full scrub to any past state, or a discrete step-back that pops the last move off a stack. Failure stops being terminal; it becomes a draft you revise.

Player fantasy / why it’s fun. Consequence without commitment. You get to try the dangerous thing — walk onto the spike, spend the key, provoke the guard — because the mistake is reversible. The tension migrates: it is no longer “will I survive?” but “which of these moves do I keep?”

The verb

Hold or tap Rewind: time flows backward and you re-drive from an earlier point. In stepwise form, one press = one atomic move undone.

How it feels / why it’s fun

Two shapes (pick one, do not blur them)

Full scrub (Braid)Stepwise undo (grid puzzle)
GranularityContinuous, any past momentDiscrete, per-move
FitsReal-time / platformingTurn-based / genre-grid-puzzle
Cost modelUsually free, unlimitedUsually free, unlimited
Design loadState must be recorded every tickState must be serializable per move
DangerTrivializes if EVERYTHING rewindsTrivializes if there’s no throwaway resource

The Braid rule: what rewind must NOT touch

Rewind is only interesting when something survives it. If the whole world rewinds, there is no puzzle — just a scrubber. The design lives in the exception:

That immune object is the whole puzzle. Author it first, then build the room around what it lets the player smuggle backward in time.

Rewind-as-puzzle vs rewind-as-mercy

Decide which you’re building — they tune opposite.

MercyPuzzle mechanic
RoleSafety net, invisible ideallyThe core verb, front-and-center
BudgetGenerous / infiniteMay be metered, charged, or one-shot
Immune objectsRareCentral — see Braid rule
FeedbackQuiet (“oops, back you go”)Loud, diegetic, part of the fiction
ReferenceCeleste assist retry (anchor-celeste)Braid (anchor-braid), Outer Wilds loop (anchor-outer-wilds)

Never sell a puzzle whose intended solution is “spam undo until it works” — that is a antipattern-boring-optimal. If undo makes the optimal play tedious rather than clever, you built a scrubber, not a puzzle.

Tuning levers

LeverWhat it controlsSane default
DepthHow far back you can goFull history (puzzle); ~5–10s buffer (action)
GranularityContinuous scrub vs per-move stepPer-move for turn-based; continuous for real-time
CostFree / metered / charged / one-shotFree for mercy; metered only if rewind is the toy
Immunity setWhich objects ignore rewind0–1 object types per room (start at exactly 1)
RedoCan you un-undo?Yes for puzzles (lets players branch safely)
ScopeSelf only vs whole worldWhole world (mercy); self-only enables clone tricks
SpeedRewind playback rate2–4× forward speed, so it reads as “reversing”

Slots into

Twist seams

How it wires to Hayao

Fails when…

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.