Record fill-ups for all your cars and monitor your car’s efficiency.
Need to track business mileage? Just start auto trip and we will track all your trips in the background whenever you are on the move.
Don’t lose sight of your maintenance and services. Log your services and we will remind you when its due.
Know your vehicle's running costs and plan for your expenses.
Sign into the cloud and get easy access to all your data from anywhere and any device.
Run your reports or schedule them weekly or monthly to know more about your fill-ups , mileage and expenses.
A new floor appears: . Not below the tower. Beneath reality.
Unlike traditional puzzle games where each floor is a discrete challenge, Princess In The Tower utilizes a "memory decay" system. Notes you wrote three days ago fade. Maps become illegible. The only constant is the Princess’s internal monologue, voiced in a whispered, breathy tone by an unknown actress credited only as "The Echo." Labeling this as "v1.0 Alpha" is generous. Let’s be honest: this is a skeleton of a game. There are missing textures (pink and black checkerboards flood the lower dungeons). The physics engine occasionally flings Elara through the ceiling. Save files corrupt if you look at them wrong. Princess In The Tower -v1.0 Alpha- -X-Dew-
Time dilation is implied. Has she been climbing for days, or centuries? The Alpha never tells you. Deep in the code of the v1.0 Alpha, data miners found a hidden variable labeled IsPlayerReal . It doesn’t affect gameplay. It simply tracks how long you, the human, sit motionless at your keyboard. If the variable exceeds 20 minutes of no mouse or keyboard input, the game triggers a unique event. A new floor appears:
For those willing to accept an unfinished masterpiece, the tower is waiting. The door is unlocked. But remember: in the Alpha, doors don’t stay unlocked for long. Unlike traditional puzzle games where each floor is
No other game has made an Alpha build feel so uncomfortably intimate. Among the tiny player base (estimates place total downloads under 12,000 worldwide), the Alpha is polarizing.
The v1.0 Alpha is where the soul of the game lives. Later builds (v1.1 and v1.2, which are rumored but unreleased) added an inventory system and fast travel. The Alpha has none of that. You have no weapons. No map (unless you draw your own). No journal. Just the Princess’s hands and her voice.
The tower is a living prison. Its walls shift every 72 in-game hours. Staircases disappear. Doors that led to kitchens now open into empty voids. The goal is simple: reach the ground floor. But the Alpha build makes something very clear—the tower does not want you to leave.
A new floor appears: . Not below the tower. Beneath reality.
Unlike traditional puzzle games where each floor is a discrete challenge, Princess In The Tower utilizes a "memory decay" system. Notes you wrote three days ago fade. Maps become illegible. The only constant is the Princess’s internal monologue, voiced in a whispered, breathy tone by an unknown actress credited only as "The Echo." Labeling this as "v1.0 Alpha" is generous. Let’s be honest: this is a skeleton of a game. There are missing textures (pink and black checkerboards flood the lower dungeons). The physics engine occasionally flings Elara through the ceiling. Save files corrupt if you look at them wrong.
Time dilation is implied. Has she been climbing for days, or centuries? The Alpha never tells you. Deep in the code of the v1.0 Alpha, data miners found a hidden variable labeled IsPlayerReal . It doesn’t affect gameplay. It simply tracks how long you, the human, sit motionless at your keyboard. If the variable exceeds 20 minutes of no mouse or keyboard input, the game triggers a unique event.
For those willing to accept an unfinished masterpiece, the tower is waiting. The door is unlocked. But remember: in the Alpha, doors don’t stay unlocked for long.
No other game has made an Alpha build feel so uncomfortably intimate. Among the tiny player base (estimates place total downloads under 12,000 worldwide), the Alpha is polarizing.
The v1.0 Alpha is where the soul of the game lives. Later builds (v1.1 and v1.2, which are rumored but unreleased) added an inventory system and fast travel. The Alpha has none of that. You have no weapons. No map (unless you draw your own). No journal. Just the Princess’s hands and her voice.
The tower is a living prison. Its walls shift every 72 in-game hours. Staircases disappear. Doors that led to kitchens now open into empty voids. The goal is simple: reach the ground floor. But the Alpha build makes something very clear—the tower does not want you to leave.
Simply Fleet is a simple and affordable software to help you track, monitor and analyse your fleet’s operations.