wasd move · shift sprint · c crouch · e interact · click attack · g drop · r door · f light · q ping · enter chat · ` debug
V — view: first person
LOOK
DANGER
KNOT
UNKNOT
co-op time-loop salvage · proof of concept
LOBBY
YOU ARE LOOP-BREAKERS
2–4 salvagers dropped into an infested time loop — a procedural maze, new every
match. The maze rebuilds each loop; your knowledge doesn't. The host presses
START when everyone's in.
THE CONTRACT
Each KNOT is locked until you carry its KEY (found in a cache room) into the knot's room — then channel to sever it. Severs persist across resets.
Find the RESET CORE, carry it to the ANCHOR, and channel it to slam the loop. With all 3 knots severed, that channel WINS.
Channeling the reset is LOUD — every Warden converges on the anchor. Someone has to hold them off.
Reset is a weapon: a fresh loop starts calm (the swarm thins) — but each forced reset enrages the Wardens for good.
THE MAZE FIGHTS BACK
The WARDEN patrols a fixed circuit — learn it. 3s in its eye starts a chase. Each severed knot wakes another, color-coded Warden.
BUGS swarm and chip your health — more of them with more players and more progress. Scavenge a MELEE or rare RANGED weapon (in knot rooms) to fight back.
HEALTH regens only halfway — find HP pickups for the rest. At 0 you're DOWNED: a teammate can revive you, or press K to give up. Bleed out → ghost.
Ghosts fly, see Wardens through walls, and support: [1] lure a Warden, [2] mark a route, [3] hold a door.