Each round gives you twenty-five seconds to hoover up orbs in a small bright arena. Survive to the end and the game records the precise path you just walked, then replays it as a ghost in every round that follows.
So round two is you against yourself. Round six is you against five of you, all moving on rails, all still going for the orbs you went for. The arena never gets bigger. The crowd only grows.
The game states its own thesis between rounds: “every habit is a haunting.” The efficient route that scored well in round one is the exact lane that will be occupied in round four. Playing well early is what kills you later.
What's in it
- Every cleared round becomes a ghost that replays your exact path, permanently
- Gold orbs grant PHASE — 2.6 seconds of passing straight through the ghosts
- Dash gives 0.2s of invulnerability; the skill is spending it at the right moment
- Collection streaks raise the pitch of the pickup as the chain builds
- Round-clear bonus scales with depth, so the late rounds are worth the crowd
Controls
- WASD / Arrows
- Move
- Space or Shift
- Dash — briefly untouchable, 1.5s cooldown
- P
- Pause
- M
- Mute
- Touch
- Point or drag to move