Longmont, Colorado. Night. The streetlamps gave up hours ago, and the only lights still burning belong to three buildings that should have been empty for decades: the Opera House on Main Street, the Sugar Mill at the edge of town, and the Hotel Imperial, whose transom glows like a lit match over a locked door.
Inside each of them waits The Games Master — a showman in a black suit and a red skull mask, leaning on a cane topped with a grinning skull. He has scattered his keepsakes through every floor of every building: opera programmes, factory punch cards, hotel room keys. He wants you to collect them. That's the game. He invented it, he referees it, and he plays for the other side.
...the town is his board. you are his piece...
Find every item in a building and its exit will accept you. Survive all three buildings and the night ends. There is exactly one rule, and breaking it is how most guests end their stay: do not look at him.
From the title screen, press Enter and you'll wake on south Main Street. The town is the hub between stages — walk it freely; nothing out here can catch you. Each building entrance glows with a gold arrow. Stand at a door and press Space to step inside.
The buildings unlock in order. The Opera House is always open. Beat it, and the chains fall off the Sugar Mill. Beat the Mill, and the Hotel Imperial starts taking guests. Locked doors show a red arrow and tell you what they want first.
Enter a building → collect every item on every floor → reach the building's exit → return to town → repeat. Get caught, and the performance is over — press R to limp back to the street and try again. Progress within a building does not survive a catch. Your completed stages always do.
| INPUT | ACTION |
|---|---|
| W / S or ↑ / ↓ | Move forward / back |
| A / D or ← / → | Strafe left / right |
| Q / E · Mouse · Shift+strafe | Turn. Click the screen once to capture the mouse. |
| Space or F | Collect item · use stairs · enter a building · escape through an exit |
| Tab (hold) | Floor map — 3 charges per building, ~3 seconds each. Free and unlimited in town. |
| M | Mute audio (you will regret losing the heartbeat warning) |
| R | After a win or a catch — return to town |
| Esc | Release the mouse |
There is no run button. You are always walking briskly — and that is, mercifully, faster than he walks. Usually.
The overworld is safe ground — the only place in the game where being caught is impossible. Use it to breathe. Stress drains slowly out here (and any panic you carry out of a building is capped well below the danger line).
| BUILDING | WHERE | UNLOCKED BY |
|---|---|---|
| The Opera House | West side of Main St, the grand stone facade | Always open |
| The Sugar Mill | South-east, inside the fenced works yard (enter the gate on its west side) | Finishing the Opera House |
| The Hotel Imperial | East side of Main St, opposite the Opera House | Finishing the Sugar Mill |
Every so often — roughly every nine to nineteen seconds of street time — the Games Master appears somewhere in town and simply stands there, facing you. He cannot hurt you outdoors. But:
Inside a building, the Games Master begins a chase under exactly one condition — eye contact. All three of these must be true at the same moment:
Proximity alone does not trigger him. You can stand with your back to him in the same room — heart hammering, screen shaking — and he will keep shuffling his patrol. The moment your eyes find him, he comes.
Breaking a chase: turn a corner, put architecture between you. After 4 seconds without seeing you he gives up the sprint and walks to the last place he saw you, pokes around for about 5 seconds, then returns to his rounds. He is slower than you in open ground — a chase you can't survive is a chase that ended in a dead end.
If he does catch you, there is a 4% chance the stage lights misfire and he warps away to another floor instead — the screen flashes LUCKY. Do not build a strategy on a coin that lands on its edge.
IDLEcane planted, watching
APPROACHhe walks toward you
RETREATsafe to move — he faces away
LUNGEchase form. run.
STALKERstreet apparitionThere is one of him, and he is always somewhere in the building with you. He moves between floors like you do — by walking to a staircase. Reading his sprite tells you his facing; reading his behaviour tells you his state:
He walks fixed waypoint circuits through each floor, pathfinding around walls. Slow — about a third of your speed. The red glow at the screen's edge and your rising stress are your proximity warnings.
Direct pursuit at roughly double patrol speed — still about 30% slower than you in a straight line. He keeps chasing as long as he can see you, and for 4 seconds of memory after he can't. Cornering yourself is the only way he wins a footrace.
After a broken chase he walks to your last known position and lingers about 5 seconds. He is not on his usual route during this — don't double back into the room you escaped from.
On 40% of his waypoint stops he breaks off and walks to an uncollected item on his floor, then stands over it for about 9 seconds. The thing you need most is the thing he haunts. Approach every remaining item like it's rigged — hug walls, lead with your ears, don't barrel in facing forward.
Roughly every 13 seconds he considers changing floors, and 82% of the time he moves toward yours. He physically walks to a staircase, so a glimpse of his back near stairs means a floor swap. After arriving, there's a 30% chance he camps the stairwell for 6 seconds — pause before charging up stairs he might have just used.
If your stress crosses 65 while he's on your floor, he no longer needs to see you. He pathfinds directly to your position, re-aiming every few seconds, until your stress falls back under 50. The HUD flashes HE FEELS YOUR FEAR. Panic is a beacon — see the next chapter for how to stop broadcasting.
Every item you take winds his clockwork tighter. From your first pickup to your last, his walking and chasing speed climbs by up to +55%, and his floor-change timer shrinks to under half. With a full satchel he is nearly as fast as you and almost never stays put. Plan your exit route before you take the final item — the last 10% of a building is a different, meaner game.
The thin bar under the HUD is your nervous system, scored 0–100. The Games Master doesn't just hunt your body — he farms your fear.
| SOURCE | EFFECT |
|---|---|
| Him, nearby | Up to +7/second when he's on your floor within 7 tiles — scaling with closeness |
| Being chased | +11/second. Long chases cook you even when you escape |
| Scare events | +10 to +16 instantly (see below) |
| The street stalker | +12 if you approach or stare him down |
Distance and time. Stress decays about 1.6 points per second whenever he isn't near and isn't chasing. Entering a building always starts you at a baseline of 18. The cure for a screaming heartbeat is two floors of separation and twenty seconds of quiet collecting.
Every 22–46 seconds inside a building, the house plays a trick. None of them can hurt you — except through the meter:
Stress is the game's trap: he gets close → stress climbs → at 65 he hunts → hunting keeps him close → stress climbs faster. The spiral has one exit: leave the floor. He needs seconds to re-path and stairs to follow; the meter bleeds down meanwhile. When the heartbeat starts (55), treat it as a fire alarm — finish nothing, grab nothing, change floors now, before the 65 line, not after.
| SIGNAL | MEANING |
|---|---|
| Floor name (top left) | Where you are; the bar beneath it is stress |
| Pips (top centre) | Items found on this floor |
| Counter (top right) | Building total — drives his escalation, so it's also his power meter |
| DON'T LOOK (flashing) | He is within 6 tiles. Your camera is now a weapon pointed at yourself |
| RUN | Self-explanatory |
| Red edge-glow / vignette | Proximity heat — brighter is closer |
| Blue arrows | Stairs. Gold arrows: building doors (town). Bottom bar: any Space prompt in range |

One catch in twenty-five (4%) fails: white flash, LUCKY stamp, and he is hurled to a random other floor with his timers reset. It is a gift, not a mechanic. Say thank you and change floors before he walks back.
28 programmes — 7 per floor
40 punch cards — 5 per floor
40 room keys — 4 per floor
You have four senses that aren't eye contact, and none of them trigger him: the red vignette (distance-scaled proximity), the stress bar's climb rate (faster = closer), the DON'T LOOK warning (inside 6 tiles), and the map's red square. Veterans cross entire floors on instruments alone, camera glued to the safe wall.
| PHASE | HIS SPEED | YOUR PLAY |
|---|---|---|
| Opening (0–30%) | Slow, predictable | Sweep greedily. Learn staircases. Spend a map charge. Take risks now — they're cheap. |
| Midgame (30–70%) | Noticeably quicker | Ambushes matter now. Sweep floors he's not on; rotate when he follows. Keep stress under the heartbeat. |
| Endgame (70–100%) | +40–55%, hyperactive | One continuous, pre-planned route. Items nearest the exit go last. Never linger; never backtrack without cause. |
For the players who read the gears. All figures from the machine itself.
| RULE | VALUE |
|---|---|
| Your speed vs his patrol / chase | 0.055 vs 0.018 / 0.038 tiles·tick — you outpace even his sprint by ~45% |
| Chase trigger | ≤ 9 tiles + clear line of sight + he's within ~39° of your view centre (screen half-width ≈ 33°) |
| Catch range / lucky escape | 0.55 tiles / 4% warp-away chance |
| Chase memory / search time | 4 s without sight ends the chase → ~5 s searching your last position |
| Floor change | every ~13 s (±7.5 s), 82% toward your floor; walks to real stairs, no teleporting |
| Ambush / stair camp | 40% per waypoint, 9 s lurk · 30% after floor change, 6 s camp |
| Hunt mode | starts at stress ≥ 65, ends below 50; re-paths to you every 2.6 s at 1.15× patrol speed |
| Escalation at 100% collected | speed ×1.55 · floor-change wait ×0.45 |
| Stress gains | proximity ≤ 7 tiles: up to +7/s · chase: +11/s · scares: +10–16 · stalker: +12 |
| Stress relief | −1.6/s when calm · building entry baseline 18 · town carry-over cap 30 |
| Stress thresholds | 18 vignette · 45 shake · 55 heartbeat · 65 hunt |
| Scare cadence | one event every 22–46 s: lights (~35%), whisper (~35%), phantom figure (~30%) |
| Street stalker | appears every 9–19 s; vanishes inside 5.5 tiles, after 1.3 s of staring, or 9 s |
| Map overlay | 3 charges per building, ~3 s each; unlimited in town; game keeps running |
| Pickup / interact range | 1.1 tiles for items · 1.5 tiles for stairs, doors, exits |