This game is written in Dialog and can be played entirely using hyperlinks. It has a minimap at the top that can be used for navigation, persistent links at the bottom, context-sensitive links for the current object being utilized, and green links for trivia and definitions.
You play as a dog in the Hittite empire. Magic is real, and as a dog, you can absorb it and transmit it to other things (Not people though! That's actually against the law. Straight to jail, believe it or not).
You work for a wise-woman, but she has been afflicted by a curse! You need to help her, but you can't even get out of your own home. Once free, your world expands more and more. You can help friends and gain new curses and blessings in your large village, visit the capital and make money, and gain greater power than you thought possible.
Like Daniel Stelzer's other hyperlinked Dialog game about a dog interacting with the supernatural and their afflicted older woman master (Miss Gosling's Last Case), this game has context-sensitive tips and tutorial messages at the beginning, but they've been tuned to be less intrusive, which is nice. There is also a 'think' function that tells you what puzzles you can solve, and the minimap also does that automatically. That's helpful in this sprawling game with many options.
Puzzle difficulty was hit or miss with me. Several times I felt like there were several reasonable options that the author ruled out for what felt like arbitrary reasons to me. A common source of frustration for me was intuiting when a movable object could be affected by fragility or by wind (or the opposites). Rather than making puzzles simpler, the author has instead added a lot of hints (as mentioned above) and made most puzzles optional; for the two largest areas, you only need to reach a certain minimum number of puzzles solved before you can move on or win the game. This reminds me of math tests: is it better to have a test most people can get a high score on, or to make it very hard and then just 'curve' it significantly? This is a 'curved' game.
The background material on the Hittites was fascinating. One common theme was that words had one pronunciation but are written with symbols that have another pronunciation, which reminded me of kanji with Chinese and Japanese readings.
Overall, I found the game substantial and fun. I got stuck several times and used the hints about 4-5 times. This is also the first shady ancient copper merchant I've found in a game that wasn't Ea-Nasir.