Site document
About
TURNSTONES007 · India · one person · since 2026
What it is
TURNSTONES 007 is a one-player field game of seven battlefields. You are dropped on ground you have not seen, with a clock running and a key somewhere on it. Everything between those two facts is the game: read the patrol routes, put stone between you and the people walking them, spend your shots on the right things, and be at the key before the window shuts.
It is played from above, on paper. There is no story to sit through, no cutscene, no tutorial that holds your hand for ten minutes — the first field teaches you the four rules that matter in about ninety seconds, and the briefing before each drop tells you the rest.
The seven battlefields
They are one campaign and they are meant to be taken in order. Each one adds exactly one idea and then makes you live with it:
- OUTPOST — a quiet border post. The whole game at its smallest count, and the one field with nothing on it you cannot destroy.
- DEPOT — twice the ground, and the first thing you are not allowed to shoot back at: FIRE MONSTERS bricked into their own walls, firing out through a slot.
- CITADEL — a fortress that watches you back. Caged guns, a cutter working at the bars, and protection points to answer them with.
- RELAY — a listening post on the largest ground in the campaign. Two keystones, two half keys, four of ours dropping with you, and nothing anywhere that patches you up.
- QUARRY — nothing was built here; it was carved out and left. Almost the whole field starts sealed inside rotating stone, and the only way to find out what is in one is to put fire into the wall and stand back.
- VAULT — armour, wrapped round something you do not want opened. One key, four decoys, and the wrong one closes the window early.
- TERMINUS — the last ground, fought at night down an intensifier. Outside the arc there is nothing at all. Firing resolves what is out there, and tells it where you are.
The walls are built out of what each place actually is — a border post is sandbag revetment, a depot is stacked crates, a citadel has arrow slits cut through it, a quarry still shows the drill channels it was split along. And they are laid out fresh rather than picked from a list, so no two people walk the same OUTPOST.
Who makes it
TURNSTONES 007 is made and owned by TURNSTONES007, an independent one-person studio in India. One person writes the game, draws it, makes the noise it makes, runs this website and answers the inbox. There is nobody else — no publisher, no team, no support desk, no investor with a view on any of it.
That is worth saying plainly because it sets your expectations correctly in both directions. A reply to an email is a real reply from the person who wrote the thing you are writing about. It also arrives in a day or two rather than an hour, and there is no second person to escalate to.
Why it is free
Both ways to play are free, and there is nothing to buy in either one. No price, no premium version, no in-app purchases, no subscription, no currency, no loot boxes, no paid unlocks, and no way to buy your way onto a battlefield you have not reached.
Advertising pays for it instead. That is the whole arrangement: you play for nothing, advertisers pay for the work. The ad slots sit beside the page, between things, and after a run ends — never on top of the playfield, never over a countdown, never in the way of something you are in the middle of doing. What the advertising does with data is set out in full on the privacy page.
What it deliberately does not do
A lot of the work here went into things that are not in the game. It has no account and no login. It asks for no name, no email, no password and no payment details. It has no analytics of its own, no server keeping score, and no database — there is nowhere for information about you to go, because there is nothing collecting it.
It has no daily reward for coming back, no streak to break, no energy meter that runs out, no notification begging for your attention and no leaderboard to be beaten on. Those things are all designed to make a person return whether they wanted to or not, and this game asks you to come back only by being worth coming back to.
A run has a countdown, a score and a result card, and it is built to make you want another one immediately. That is the same loop that makes games genuinely habit-forming for some people. Video game addiction is a recognised condition, and it costs people sleep, study, work and relationships.
So there is a break reminder in the masthead, set to 30 minutes to begin with and adjustable to 7, 15, 45 or 60 — or off. It counts time on the field and nothing else. When the time is up a line appears at the top of the page and takes itself away again a few seconds later; it does not pause the game, cover the field or ask you to do anything.
If you cannot stop when you mean to, if you are hiding how long you play, or if playing is costing you sleep, school, work or the people around you, that is worth taking seriously and worth talking to a doctor or someone you trust about. This game is not worth any of those things.
Where it lives
- Here — OUTPOST, the first battlefield, free in your browser. A whole battlefield, start to finish, complete and unlimited. Not a demo of one, and not a trial with a timer on it.
- Android — all seven battlefields on your phone, free, from the Play Store. That listing is the only place we give the app out; there is no download here and no .apk anywhere.
The six battlefields this site does not carry are not behind a price. They are in the app, and the app costs nothing. Sealed on the board here means "not on this website", not "pay us".
How it is built
The game is hand-written. There is no engine underneath it and no framework: it is a canvas, some JavaScript, and a single stylesheet, drawn one frame at a time. Every field, every unit, every plan on the front page and every stone in every wall is drawn by code rather than shipped as an image — which is why the whole thing loads in about the time it takes to read this sentence, and why a stage and the picture of that stage cannot drift apart.
Nothing about it phones home. Every battlefield runs entirely on your own device — your position, your time, the number of guards you eliminated, the result card at the end. All of it is worked out where you are, and none of it leaves. The site is hosted on Cloudflare Pages and the two typefaces come from Google Fonts; that is the extent of what is not ours.
Battlefields cleared, keys, best times and settings are written into your own browser's storage. If you clear your browsing data, use a private window, or switch browser or device, that progress is gone and nobody can recover it — not us, not a support address. The only way back is to play those stages again.
This is a privacy decision rather than an oversight: storing nothing on a server is exactly why we hold no data about you. The privacy page explains the whole of it.
Streaming, recording, and video
Yes. Stream it, record it, upload it — you do not need to ask. Permission is granted here, in writing, to everyone. Put it on YouTube, Twitch, TikTok, Instagram, anywhere you like, and keep the money you make from it. Run ads on the video, take sponsorships, keep your memberships. We will never send a takedown over gameplay footage of this game.
No credit is required, though a link back is always welcome. The only thing we ask is that you do not re-upload the game itself or host a copy of it — the footage is yours, the game is ours.
Talking to us
One address, read by the person who built the game: turnstones007@gmail.com. Bugs are the most useful thing you can send — your browser, your device, and what you were doing when it happened. The contact page says what else is worth writing about and roughly how long a reply takes.
The privacy policy and the terms of use are the other two documents on this site, and both are written to be read rather than agreed to without reading.