SPRUE Play full screen

A free foundry game · one thumb or a mouse · six moulds · no install · it's right below

The metal is dying while you decide.

Tap the card below. Drag up once to set your reach, then tap TAKE THE LADLE (swipe the card up if it's hidden). Now drag up anywhere to tip the ladle. Click the card below. Drag up once to set your reach, then click TAKE THE LADLE. Now drag up anywhere to tip the ladle. Arrow keys work too.

That's the whole game, not a demo. The first mould is a plain iron bar, and it forgives you on purpose.

Play full screen More room for your thumb. Hold the phone upright. More room. R pours a mould again, ESC is a tea break.

Once it moves, don't stop

You're the pourer at Haskell's, a two-furnace jobbing foundry. They cast sash weights, gate hinges and firebacks for whoever walks in. Dot Haskell, the foreman, chalks a pattern card for every mould. You hold the ladle.

Drag up and the ladle tips. Drag down and it eases back. Let go and it rights itself. That's every control in the pour.

The catch is the clock you can't see. The metal starts cooling the moment it leaves the ladle. If you set the ladle upright for more than about half a second once the pour has started, the pour is over. Dot calls that a cold shut. Whatever isn't full stays empty.

SPRUE mid-pour on the FIREBACK: orange metal fills the sprue, runner and the BOSS; the long thin PLATE is half full; HEAT bar on the left is full; the tilt needle sits in the green band on the right.
Mid-pour on the FIREBACK. Metal is orange. The part filling now glows pale. The plate is the long thin box, half full. Heat on the left, your tilt on the right.

Too slow, it freezes. Too fast, it tears the sand.

Each part of the mould prints a green band on the tilt gauge at the right edge. Stay inside it.

Thin parts want it fast, because they chill fast. Heavy parts want it gentle. The strip under the mould shows the band for every part in order, so you can see the next change coming.

SPRUE shakeout screen: BACK IN THE FURNACE, sound metal 9%, MISRUN · PLATE 87% never filled (the front froze), Dot's pour BOTTOM GATE 99% sound. The chart shows a flat solid line against Dot's dashed line, which steps up for the plate.
What a steady, timid tilt does to the FIREBACK. The front froze 7.6 seconds in. 87% of the plate never filled. Dot's pour on the same gating came out 99% sound. Her dashed line steps up for the plate. The flat one doesn't.

Ease right off at the riser

The last box in every mould is the riser. As the casting cools it shrinks, and the riser is the spare metal that feeds the heaviest part while it does.

Fill it past the NEED line, which is 90% full. Stop before the brim, or the extra goes on the floor. And fill it slowly. Fast metal froths in the riser and won't feed. Short of NEED or too fast, it shows up on the casting as shrink, a hole in the heavy part. Over the brim, it costs you as spill.

So the pour that works is almost never one speed. Usually it changes for every part, then goes deliberately slow the moment the riser starts. Then you let go.

SPRUE topping the riser on the FIREBACK: every section is full of orange metal, the riser is about half full with dark wash specks, the tilt needle has dropped low into a small green band.
The riser, half full, and the needle is down inside its much lower band. The dark specks went in first, while the thumb was still coming down off the plate. That's wash. Watch for it on the shakeout further down.

Pick the gating before you pick up the ladle

From the second mould on, Dot gives you three ways to bring the metal into the cavity. You choose before the pour, with all the time you want.

Tap a plan and the bands redraw. When a plan leaves a part with no green band at all, it gets a red cross and the card tells you.

SPRUE gating card for GATE HINGE: WIDE RUNNER and TOP GATE each marked 'can't pour clean', BOTTOM GATE clear. The band strip shows a red cross over the KNUCKLE.
GATE HINGE with TOP GATE picked. The knuckle's band is crossed out. On this plan, the game's own band-reading pour comes out 0% sound.

No plan is the right one everywhere. Across the five moulds with a choice, Dot's best plan is BOTTOM GATE twice, WIDE RUNNER twice and TOP GATE once.

Then the sand comes off

The mould breaks open and you see the casting you made. Every defect is drawn where it is, with a row that says what happened. Under it is a chart of your tilt over time, with Dot's pour dashed behind it.

SPRUE shakeout on a phone: two stars, A KEEPER, sound metal 89%, SHRINK · BOSS the riser was poured too fast and frothed, Dot's pour BOTTOM GATE 99% sound. The solid line follows Dot's dashed line the whole way.

A scripted test hand poured this one, and it's a keeper. The solid line sits right on Dot's for the whole pour. One row is red: the riser went in a little fast and frothed, so the boss shrank. That's two stars, not three.

Stars count sound metal, the share of the casting with no misrun, wash or shrink in it, less anything spilled. 90% is three stars. 75% is a keeper and it ships. Under that it's scrap, and it goes back in the furnace.

Nothing is lost when it does. That's what the sprue is for: the spare iron goes back in the pot. You can pour a mould again as soon as it comes out of the sand, as often as you like, and the shift report keeps your best.

Six moulds, two shifts

Mould For What it asks
1 · SASH WEIGHT Twelve for the joiner on Cooper Street. One fat bar. Dot picks the gating. It's where you learn.
2 · GATE HINGE A pair for the churchyard gate. A heavy knuckle, then a long thin strap.
3 · PULLEY WHEEL For the hay hoist at Pender's barn. Hub, then the thinnest metal of the day in the spokes, then a long rim.
4 · BOOT SCRAPER Six for the chapel steps. Thin blade, squat foot, thin blade. Fast, slow, fast, then the riser.
5 · FIREBACK For the Talbots' new hearth. Their name goes on it. The longest run of thin metal in the shop.
6 · SHIP'S CLEAT Bronze would be nicer. The harbourmaster says iron. Base, horn, waist, horn: slow, fast, middling, fast.

The "For" lines are Dot's, straight off the pattern cards. A pour takes 10 to 20 seconds or so. A whole mould, card to shakeout, takes about a minute.

Straight answers

What does it cost?
Nothing. No ads, no account, no install. It runs in the browser, on this page or full screen.
Phone or computer?
Either. On a phone you drag with your thumb, anywhere on the game. On a computer you drag with the mouse, or hold ↑ and ↓. Two things to know on a phone. The pattern card often hides its TAKE THE LADLE button below the fold, so swipe the card up to find it. And phones can't pause yet: the tea break is on ESC.
Is it realistic?
The words are a foundry's: sprue, runner, ingate, riser, misrun, cold shut, shakeout. The physics is a diagram. Each part of the mould is a box with a speed band, and heat is one bar. If you pour real iron, you'll know where it's simplified. You may still recognize the riser.
Is it hard?
The first mould gives three stars to any steady, middling tilt, on purpose. Too timid or too eager still fails it. On the middle three, a steady tilt eased off at the riser can still make three stars, but only in a narrow band of tilt, and on the BOOT SCRAPER only on a plan the card marks with red crosses. The FIREBACK and the SHIP'S CLEAT are different. In test runs on the game's own engine, a steady tilt eased off at the riser never made three stars on either one, on any gating. Those two want the pour to change speed part by part.
How long is it?
Six moulds at a minute or so each. Both shifts take well under a quarter of an hour. Longer if you pour one again for three stars.
Who's played it?
Honestly, nobody yet. Every pour on this page, the pictures too, came from scripted hands on the game's own engine. They read each band, with lag and wobble built in to act like a thumb. You'd be one of the first people to pour it.

Take the ladle.

Dot's chalked the first card. It's a sash weight. It wants about eleven seconds of your thumb.

Play SPRUE full screen or pour it up top