Rill Keeper: A Kingdom’s Tomorrow
Become the rill keeper of a drought-stricken kingdom. Dig and connect channels before the reservoir gate opens, and carry water to the wheat field, the flower bed and the village cistern.
Puzzle
Screenshots

About this game
Rill Keeper: A Kingdom’s Tomorrow is a 3D water-channel puzzle set in a kingdom worn down by a long drought. You are the kingdom’s rill keeper. Behind the board, a reservoir holds the water saved from the last rainy season, and when the countdown ends its wooden gate opens. Before that happens, you dig channels across a small plot of dry earth to carry the water to wheat fields, the village cistern, flower beds and fruit trees.
Tap open ground to dig the next channel piece: a straight, a bend, a three-way or a crossing. The next three pieces wait on a wooden tray, so you can plan ahead. Any channel the water hasn’t reached yet can be dug again as often as you like, at the cost of a short pause. When the gate opens, water flows through your channels in the order they connect. If it reaches a broken end, it pools there for a moment, giving you one last chance to dig the right piece before it spills. Water every target to complete the waterway, and once every channel is linked the water speeds up so you aren’t left waiting.
Each waterway gives up to three stars: one for finishing, one for no leaks and one for re-digging two times or fewer. Waterways follow a rhythm of five easy, two medium and one hard, on boards from 4×4 to 7×7. New elements appear as you go: rocks that can’t be dug, old stone channels that can’t be re-dug, sand that slows the water, storms that briefly cover tiles, and from waterway 10 a pit that takes water from any side and flows to every connected side. Stars are never spent; they bring the village back to life stage by stage, with new houses, villagers, a windmill, a market stall, a bakery and flower gardens.
Tips
- Start your channel from the tile right below the gate, since that is where the water first enters the board.
- Check the three pieces on the tray and keep the right spots open for the pieces you know are coming.
- If the current piece doesn’t fit your route, place it on a spare tile away from the water’s path instead of re-digging, which costs a pause and can cost a star.
- Once every target is connected, tap Open the Gate Now to save time.
- Route the water through sand tiles when you need extra time to finish a far branch, because water fills them more slowly.
- Dig the pit where one channel has to split toward several targets; its unconnected sides never overflow, so you can link them later.
FAQ
What happens if water reaches a broken channel?
The water pools at the open end for a few seconds. If you dig a matching piece in time it keeps flowing; if not, it spills out. You can still complete the waterway as long as every target gets water, but you lose the no-leak star.
Can I fix a channel I already dug?
Yes. Tap any channel the water hasn’t reached to dig it again with the next piece. There is no limit, but each re-dig brings a short pause, and re-digging three or more times costs a star. Old stone channels can’t be re-dug.
What if the water stops before reaching every target?
The water is lost and the waterway ends. Tap Restore Again to replay the same board with the same order of pieces and try a better route.
What are stars for?
Stars are never spent. Your total brings the village below the board back to life, adding houses, villagers, a windmill, a market stall, a bakery and more at each stage, and it is also your leaderboard score.
How does the pit work?
From waterway 10, tap the Pit button and then an empty tile to dig a pit. It takes in water from any side and, once full, flows into every connected channel. Sides with no channel don’t overflow, so a channel you dig next to it later still gets water.
Items
- Extra Pit – Digs one more pit that fills up and flows to every connected side.
How to play
- PC: Click open ground to dig the next channel piece
- Mobile: Tap open ground to dig the next channel piece
- Tap a dry channel to dig it again (short pause)
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