Oslo, 15 October 2026
Dear reader,
You have most likely arrived here from a line of small print on a store listing, wanting to know who is behind the thing you were about to install. That is a reasonable thing to want, and it deserves a straight answer rather than a page of stock phrases, so here is one, written out properly.
My name is Knut Petter Lake. I live and work in Oslo, at the address on this letterhead, and I publish one game on Google Play: Sprang, a peg solitaire, listed under the package name com.brettsprang.sprang. I design it, write it, test it, put it on the store and keep it working afterwards. There is nobody to pass your message along to — whoever reads it is the person who then goes and fixes the thing.
I should be plain about one point before any other. I publish under my own name, as a private individual. Knut Lake is a name on a store listing and on a logo; it is not a company, and you will not find an AS or any other form after it, because there is none. If that matters for whatever brought you here — and in a few situations it genuinely does — then the person legally responsible for this software is me, and the address above is where a letter reaches me.
The name is also a small joke at my own expense, which you may as well have. Lake is my surname. The lake in the logo is a pun, and the mountains behind it are decoration.
About the game itself: it is the old wooden marble board, the one where you jump a marble over its neighbour into an empty hole and take the jumped marble off, trying to finish with a single marble left. Several board shapes come with it — the English cross, a European layout, diamonds and triangles — each checked to be solvable, so a winning line always exists for you to find.
It runs entirely on your phone. There is no account to make, and the package asks for no network permission at all, which you can confirm on the listing before you install anything. What it remembers — which boards you have cleared, your best results, where you left a board half-played — stays where you are sitting. That is also the reason its privacy notice is as short as it is; I have written that one out properly too, rather than leaving you a wall of clauses.
I am not going to tell you the game will sharpen your mind, improve your evenings, or do anything else to you. It is a good old puzzle rendered carefully. Whether it suits you is yours to decide, and the store listing is the only place where a price appears — nothing on this page is an offer or a price.
If something is wrong, or you simply want to ask, write to post@knutlake.space for anything about me, or marble@knutlake.space for anything about the game. Norwegian or English, whichever you prefer. Nothing acknowledges receipt automatically, so if two working days go by in silence, assume the message went astray rather than that I am ignoring you, and send it again.
Yours,
Knut Petter Lake
Oslo · publisher of Sprang
One thing about the game I enjoy too much not to put in writing, since it is the sort of claim a page like this ought to be able to back up.
Take the small triangular board, fifteen holes. You choose which hole to leave empty at the start, and from there it is all skill — or so it feels. It is not. The hole your last marble can end in is settled the moment you lift the first one, long before you have made a decision worth the name.
Tap a hole to leave it empty — or focus the board and press 1 to 9, then 0 for the tenth and the letters a to e for the rest.
I checked this by brute force rather than by reputation: a program played every legal sequence of jumps from each of the fifteen starts, keeping each position it had already seen so as not to walk the same ground twice. Every start can be brought down to one marble. But from three of them — the middle of the third row, and the two inner holes of the fourth — there is exactly one hole the last marble can occupy, and no amount of cleverness will move it. From the other twelve you get four or five choices out of fifteen, and twelve of the fifteen let the last marble finish in the hole you emptied at the start.
Which is to say: it tells you where you may end up, and nothing whatsoever about how to get there. The getting there is the game, and I have left that alone.