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 dark, procedurally generated
maze of rooms and corridors over two floors, new every match. Rooms are tagged on
the ceiling (e.g. C3) so you can call out where things are. The maze resets
each loop; your knowledge and your severed knots don't. The host presses
START when everyone's in — after that, no new players can join.
THE MISSION
Sever all three KNOTS, then carry the RESET CORE to the ANCHOR and channel it — that final channel WINS and breaks the loop.
A knot starts BOUND, sealed inside a key-locked room whose door is colour-coded. Find the matching coloured KEY (in a cache), carry it to the door and open it, step in and drop the key to ARM the knot (it turns LIVE), then hold to SEVER it. Severs are permanent across resets.
The reset core sits in a cache and moves each loop. Channelling it at the anchor is LOUD — every Warden beelines to you, so a teammate must hold them off.
Reset is a weapon: a fresh loop starts with the swarm thinned — but every forced reset enrages the Wardens permanently (faster, forever). A fail-safe timer also resets the loop; survive only so many loops or the loop closes on you.
THE MAZE FIGHTS BACK
WARDENS — tall blob horrors with a single glowing eye (watch where it points). Each patrols a fixed, learnable circuit; you start with one and wake another, colour-coded Warden per knot you sever. 2s in its gaze → chase → grab. It also hears sprinting and combat.
BUGS swarm and chip your health — more of them with more players and more progress. Scavenge a MELEE weapon (in caches) or the rare RANGED one (up the stairs in the LOFT); left-click to fight.
FLASHLIGHT (F) lights the dark but makes you far easier for Wardens and bugs to spot. Lights off + crouch = hard to find. Pick your moments.
DOORS mostly start shut. Open/close any door with R; monsters batter normal doors down over time, but key-locked doors only yield to the right key.
HEALTH regens only halfway — grab HP pickups for the rest. At 0 you're DOWNED: a teammate revives you, or press K to give up. Bleed out → ghost. If everyone's a ghost, the run is lost.
GHOSTS free-fly, see Wardens through walls, and support the living: [1] lure a Warden, [2] mark a route, [3] hold a door. You revive on the next reset.