Four clumsy geckos, one room, ninety seconds. You are Targari (black).
Barada (red), Martu (green) and Alura (violet) are already in it.
Click to lock the mouse and begin.
Tap to begin.
C cycles your mouse weapon.
V PUNCH · Q PROXIMITY MINE · G hold HAND GRENADES · SPACE hop
What's new
A new look for the start, pause and full-time cards: clearer type, bigger buttons for thumbs, keyboard focus rings, a calmer mode for reduced motion, and drawn team swatches on the full-time card. How the game plays is unchanged.
The new look is now the default on 16 levels: richer light, real shadows, surface detail, a hit marker, shot kick, footsteps and smoother touch aiming. How you move is unchanged. Want the old look? Add ?look=classic to the address. Levels 0 and 1 keep the classic look.
The test look on level 2, The Derelict, no longer shows streaks on its walls.
The test look's hit marker, shot kick, footsteps and smoother touch aiming now work on every level, including the first two.
Any level can now be opened as ?look=classic to get the original look. The test look no longer changes how fast you start and stop.
A test look for level 30, The Unfinished Loom, level 28, The Quiet Seedhouse, level 27, The Unsent Harbour, level 29, The Last Weatherhouse, level 26, Wake Relay, level 13, The Elder's Athenaeum, level 12, The Lost Garage, level 11, The Catacomb Draught, level 9, the relic pack, level 6, The Singing Workfloor, level 7, The Ancestral Relic, level 5, The Depot, level 4, The Gauntlet, levels 2, 3 and 24, opened with ?look=showcase: sky lighting, real shadows, surface grain, a quicker start and stop, a hit marker with a tick, shot kick, footsteps, a walking head bob, warm distance haze, smoother touch aiming, a floor you can see, one consistent shading style and clearer shadows, without stripes on phones. The normal game is unchanged.
Levels 26 to 30 now open with a proper one-line room description, and a one-kill match now says "1 kill".
Five more new levels in the picker: level 26, Wake Relay; level 27, The Unsent Harbour; level 28, The Quiet Seedhouse; level 29, The Last Weatherhouse; and level 30, The Unfinished Loom.
Three new levels in the picker: level 11, The Catacomb Draught; level 12, The Lost Garage; and level 13, The Elder's Athenaeum.
Play again sits right under the full-time result, so a sideways phone shows it without scrolling; on a desktop the weapon strip no longer covers the full-time questions.
When one gecko runs away with a match, the full-time line now gives both numbers: their kills and everyone else's.
Full time no longer mentions the bowl when you won a close one in another room; a drawn match says it was a draw and names no winner; on a phone the save button stays on one line; the full-time buttons dim for a moment so a stray tap is visibly ignored; the relic cavern's stone grain shows up close.
A tap on FIRE in the last second of a match no longer answers a question on the full-time card by accident.
The Ancestral Relic cavern (level 7 and pack 0) has stone grain on its walls and floor instead of flat grey.
At full time your own score as Targari (black) is readable: dark faction colours print in light grey beside their swatch.
The full-time sentence names the room you played in (the depot, the derelict hall...) instead of always saying "one bowl".
On a phone the fire, move and weapon buttons step aside at full time, so the questions and the Skip button can be tapped.
Full time has a Play again button: a new match on the same level starts in one tap instead of a page reload.
On a phone the start card now gives touch instructions (tap to begin, left stick, drag to look, FIRE, MODE) instead of mouse and keyboard ones.
Play as any faction: pick Targari, Barada, Martu or Alura on the start card, and your hands and colour follow.
Level 5, the depot: the open door at the south now shows the dark void beyond it, and you can no longer walk into the doorway.
New expedition, Concordian Chorus: no fighting. Tune the four faction relays, scan away the signal surges, and carry the crystal back to the airlock. Pick it from the level list.
Concordian Chorus on a sideways phone: the "Expedition complete" card fits the screen, every button included, and the PAUSE button no longer covers the timer.
"What's new" shows the date beside each change, and on a sideways phone the start card fits the screen and scrolls instead of running off the edges.
Levels 2 and 3 have proper walls and floors now: panel seams, colour, a stripe along the walls, instead of flat grey.
On a phone the screen is less crowded: only the weapon in your hand shows, and the tips go away after your first shot.
This "What's new" list is on the start card.
Level packs: a new level 9, the cavern, with its own squad.
The weapon name in the corner now names what a click actually fires.
Every droid on every level now has its own role and look.
The hub pedestal in the bowl now meets its ramps; no more stepping into air.
Levels 6 and 7: the singing workfloor and the ancestral relic.
Level 5, the depot, is stocked with crates and props, and its pit has a rail.
The droids are the Concordians now: scouts snipe, brutes rush, artificers hunt, each with its own weapon.
Shots leave craters, scorch marks and shards in the weapon's colour.
Phones load lighter models, so the game starts faster on mobile.
The cooldown bar hides when it is full instead of sitting across your target.
Every level now plays its own squad with Jev, the enemy brain, switched on.
WASD to move · mouse to look
Left stick moves · drag to look · FIRE shoots · MODE swaps the weapon · PAUSE pauses.
M mutes — every telegraph is also visible. Esc pauses. You tumble, you get up.