A Beginner's Guide to Hillthorn's Clue Cards and Its Ticking Clock
Hillthorn hides every clue behind color-coded cards and a ticking watch card. Here is how to read both before the mountain's secrets run out of time.
Hillthorn, the wordless investigation game from Montreal studio Fool Moon and publisher Raw Fury, launched this week on PC, Nintendo Switch, iOS and Android. There is no spoken or written dialogue anywhere in it. Every lead, every suspicious villager and every dead end arrives as a card on the table, and the game expects you to work out what they mean entirely on your own. That is a rewarding structure once it clicks, and a baffling one for the first twenty minutes. Here is what the cards and the clock are actually doing, verified against the game's own Steam listing and official materials, so the first hour goes smoother than ours did.
What You're Actually Doing on the Mountain
You play an outsider sent up a mazelike mountain trail to find a missing child. The villagers who live there do not want you poking around, and nothing about the place is explained to you in the normal sense. Instead, the whole mystery is told through Clue cards that you can investigate, explore or, with certain cards, talk to. Raw Fury's own description of the game is blunt about the stakes: wander those trails without a plan and you can expect "dangerous wildlife" and a "local villager's piercing gaze" before you ever reach the truth. Knowledge is the only thing that moves you forward, and the game tracks what you have pieced together rather than where you have physically walked.

Reading the Cards Before You Click Anything
Every object on the table, from a locked drawer to a diary left open on a desk, becomes its own labeled card with a small magnifying-glass icon marking it as something you can act on. A separate "Investigate" card sits off to the side as the verb you apply to them. The single most useful habit for a first session is treating that layout literally: a named card with the glass icon is a lead waiting to be worked, and dragging the Investigate verb onto it is how you actually make progress, rather than hoping something happens if you just stare at it. Spend your first few minutes hovering over cards and watching what they combine with rather than clicking blindly through every option, since several early leads are easy to burn through without realizing you have skipped past something you will need later.
Combining two cards is how most information actually surfaces. Pairing a person card with a clue or an action card frequently reveals a new angle on them that neither card shows on its own, and the game rewards checking a person from more than one card before deciding you are done with them. If a combination does nothing, that is useful information too: it tells you the thread is not ready yet, not that you have reached a dead end.
The Clock Is the Real Opponent
Every action you take, from investigating a clue to moving between locations, advances a watch card that represents how much time you have left. There are always more threads on the table than you can chase in a single run, and the game is explicit that this is by design: it wants you choosing what to abandon. When time runs out, you move to a new day rather than losing outright, and the knowledge you have already gathered carries over, so a run that feels like it went nowhere is rarely wasted. What resets is your position and your remaining actions for that stretch, not what you have learned.
Once you have repeated the same short sequence of actions a few times, Hillthorn unlocks a card that automates it so you are not re-clicking through a chore you have already solved. Take that offer whenever it appears. The time you save on routine busywork is time you can spend chasing a lead that actually advances the case, and because every action costs you the same ticking clock, cutting the repetitive ones is the single biggest efficiency gain available to a new player.
Shortcuts, Backtracking and Not Losing the Thread
As you clear certain points in the investigation, the mountain opens up movement shortcuts between locations you have already mapped, which cuts down on the walking that would otherwise eat into your limited actions. Use them liberally once they appear; there is no penalty for revisiting a location you have already been to, and some clues only make sense once you have picked up a second piece of context somewhere else.
Because nothing is spelled out in text, it is worth keeping a running note, even a mental one, of which villagers have reacted suspiciously and which objects you have not yet tried combining with a person. Hillthorn's multiple endings are determined by what you actually uncover rather than by a single late dialogue choice, so a small clue you shrug off in the first day can quietly close off an ending you would have reached otherwise.
A short checklist for your first sitting:
- Hover before you click. The magnifying-glass icon tells you a card is workable before you drag Investigate onto it.
- Re-check people after new objects or clues enter play. Many reveal nothing until paired a second or third time.
- Don't fight the clock. A run that ends without an answer still keeps your knowledge for the next one.
- Automate repeat chores the moment the option appears, and spend the saved actions on a lead you haven't tried.
- Write down anything a villager reacts to, even briefly. Hillthorn rarely repeats the reminder later.
None of these replace actually sitting with the demo for ten minutes, which remains the fastest way to internalize how the cards talk to each other before the full investigation's clock starts running.
Where to Actually Play It
Hillthorn is out now on Steam for Windows, Mac and Linux, alongside Nintendo Switch, iOS and Android, and it carries full controller support if you would rather play it on a couch than a desk. A free demo built around the same card-and-clock system is still live on Steam for anyone who wants to learn the ropes before paying for the full investigation. The developers have been upfront that none of the game's art or writing involved generative AI, which lines up with what you would expect from a studio built around hand-placed, deliberately ambiguous clues rather than procedurally generated ones.
None of this makes Hillthorn an easy game to pick up cold, and that friction is clearly intentional. But once you know that the magnifying glass marks a lead, that combining cards is the main verb, and that the clock punishes hesitation more than mistakes, the rest of the mountain's secrets are there for the taking.



