OFFICIAL SURVIVAL MANUAL
LONGMONT, COLORADO  ·  THREE BUILDINGS  ·  ONE RULE  ·  FIRST EDITION

01THE STORY SO FAR

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.

The Games Master watching from up the street
He watches from up the street. He vanishes if you approach — outdoors, that is.

02HOW A NIGHT UNFOLDS

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.

THE LOOP

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.

Title screen
The marquee is lit. Press Enter.
Main Street at night
Main Street, looking north. Opera House left, Hotel right.

03CONTROLS

INPUTACTION
W / S  or  / Move forward / back
A / D  or  / Strafe left / right
Q / E  ·  Mouse  ·  Shift+strafeTurn. Click the screen once to capture the mouse.
Space or FCollect 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.
MMute audio (you will regret losing the heartbeat warning)
RAfter a win or a catch — return to town
EscRelease the mouse

There is no run button. You are always walking briskly — and that is, mercifully, faster than he walks. Usually.

04THE TOWN OF LONGMONT

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).

Longmont by night — surveyor's plate.
Town map overlay
Hold Tab in town for the street map. Unlimited uses outdoors.
BUILDINGWHEREUNLOCKED BY
The Opera HouseWest side of Main St, the grand stone facadeAlways open
The Sugar MillSouth-east, inside the fenced works yard (enter the gate on its west side)Finishing the Opera House
The Hotel ImperialEast side of Main St, opposite the Opera HouseFinishing the Sugar Mill
Opera House entrance
The Opera House doors. A gold arrow means it will open.
Sugar Mill door
The Mill's sliding door, beyond the yard gate.

THE STALKER

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:

05THE ONE RULE

DON'T LOOK AT HIM
   

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.

The Games Master at patrol
Seen — but not looked at. Back away. Slowly.
Chase
Eye contact. The HUD says RUN because the HUD is right.

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.

06DOSSIER: THE GAMES MASTER

Subject portrait, artist unknown. The frame was found empty the next morning.
idleIDLEcane planted, watching
walkAPPROACHhe walks toward you
backRETREATsafe to move — he faces away
lungeLUNGEchase form. run.
stalkerSTALKERstreet apparition

There 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:

PATROL — his default rounds

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.

CHASE — you looked

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.

SEARCH — he lost you

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.

AMBUSH — he guards the prizes

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.

FLOOR CHANGE & CAMP — he follows the stairs

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.

HUNT — he smells fear (stress ≥ 65)

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.

ESCALATION — THE COLLECTOR'S TAX

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.

07THE STRESS SYSTEM

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.

18 — vignette pulse
45 — screen shake
55 — heartbeat audio
65 — HE HUNTS

WHAT RAISES IT

SOURCEEFFECT
Him, nearbyUp 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

WHAT LOWERS IT

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.

SCARE EVENTS

Every 22–46 seconds inside a building, the house plays a trick. None of them can hurt you — except through the meter:

THE PANIC SPIRAL — AND HOW TO BREAK IT

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.

08YOUR TOOLS

THE MAP (TAB)

Map overlay
You (white) · items (gold) · stairs (blue) · him (red — only drawn if he's on your floor).

READING THE HUD

SIGNALMEANING
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
RUNSelf-explanatory
Red edge-glow / vignetteProximity heat — brighter is closer
Blue arrowsStairs. Gold arrows: building doors (town). Bottom bar: any Space prompt in range

THE LUCKY BREAK

LUCKY

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.

09STAGE I — THE OPERA HOUSE

THE OPERA HOUSE
"Twenty-eight programmes for twenty-eight empty seats."
FLOORS
4
COLLECT
28 programmes — 7 per floor
EXIT
Front doors, Grand Foyer (Floor 1)
DIFFICULTY
The teacher
  1. Grand Foyer — open stone hall, reception desk, side rooms. The exit doors are here.
  2. The Auditorium — stage, crimson curtains, private boxes. Long sightlines: his 9-tile gaze loves this room.
  3. Upper Gallery — wood-panelled warren of salons. Short sightlines favour you.
  4. The Flies — rigging loft over the stage. Cramped catwalk corridors; never get cornered at the loft's dead ends.
Grand Foyer
The Grand Foyer. Checkerboard marble, and him somewhere above.
The Auditorium
The Auditorium — a programme waits by the stage gate.

STRATEGY

10STAGE II — THE SUGAR MILL

THE SUGAR MILL
"Forty shifts clocked in. None clocked out."
FLOORS
8
COLLECT
40 punch cards — 5 per floor
EXIT
Roof hatch, Sugar Tower (Floor 8)
DIFFICULTY
The grind
  1. Beet Yard — open concrete yard, scattered mound pillars.
  2. Wash House — nested flume corridors. A maze; spend a map charge here.
  3. Slice Floor — machine blocks in tight lanes.
  4. Diffusion Hall — ranks of vat columns; rhythmic, easy to learn.
  5. Lime House — four kiln chambers off a central crossing. Chamber doors face the middle corridor — in and out fast.
  6. Evaporator Gallery — pipe-lined halls (pictured below).
  7. Pan House — open floor, centrifuge pillars.
  8. Sugar Tower — office warren below, crystal vault above. The roof hatch is at the tower's north face.
Beet Yard
The Beet Yard, where the ladder up begins.
Evaporator Gallery
Evaporator Gallery — a punch card prompt in range.

STRATEGY

11STAGE III — THE HOTEL IMPERIAL

THE HOTEL IMPERIAL
"Your room is ready. It has always been ready."
FLOORS
10
COLLECT
40 room keys — 4 per floor
EXIT
The Master Suite, Penthouse (Floor 10)
DIFFICULTY
The finale
  1. The Lobby — mahogany and gilt, the front desk island.
  2. Grand Ballroom — column grid, stage at the north wall.
  3. Kitchen & Dining — dining tables west, kitchen counters and cold store east.
  4. Guest Floor II — classic double-loaded corridor, rooms both sides.
  5. Guest Floor III — ring corridor around an inner block. You can always run a full loop — so can he.
  6. Guest Floor IV — cross-corridors, four quadrant suites.
  7. Honeymoon Suites — four grand suites off a cross of corridors.
  8. Maids' Quarters — narrow cell slots; half are dead ends. Memorize which.
  9. Service Attic — crate maze under the roof beams.
  10. The Penthouse — the Master Suite's double doors stand at the north centre. All 40 keys open them.
Hotel lobby
The Lobby. A key glints by the panelling; management watches from the frame.
Grand Ballroom
The Grand Ballroom's gilded columns.
Guest corridor
Guest Floor II. Every door is a hiding place — yours or his.
The Penthouse
The Penthouse. Behind those doors, checkout.

STRATEGY

12THE SURVIVOR'S COMPENDIUM

THE TEN COMMANDMENTS

READING HIM WITHOUT LOOKING

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.

THE OPENING, MIDGAME, ENDGAME

PHASEHIS SPEEDYOUR PLAY
Opening (0–30%)Slow, predictableSweep greedily. Learn staircases. Spend a map charge. Take risks now — they're cheap.
Midgame (30–70%)Noticeably quickerAmbushes matter now. Sweep floors he's not on; rotate when he follows. Keep stress under the heartbeat.
Endgame (70–100%)+40–55%, hyperactiveOne continuous, pre-planned route. Items nearest the exit go last. Never linger; never backtrack without cause.

13APPENDIX — THE NUMBERS

For the players who read the gears. All figures from the machine itself.

RULEVALUE
Your speed vs his patrol / chase0.055 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 escape0.55 tiles / 4% warp-away chance
Chase memory / search time4 s without sight ends the chase → ~5 s searching your last position
Floor changeevery ~13 s (±7.5 s), 82% toward your floor; walks to real stairs, no teleporting
Ambush / stair camp40% per waypoint, 9 s lurk  ·  30% after floor change, 6 s camp
Hunt modestarts at stress ≥ 65, ends below 50; re-paths to you every 2.6 s at 1.15× patrol speed
Escalation at 100% collectedspeed ×1.55 · floor-change wait ×0.45
Stress gainsproximity ≤ 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 thresholds18 vignette · 45 shake · 55 heartbeat · 65 hunt
Scare cadenceone event every 22–46 s: lights (~35%), whisper (~35%), phantom figure (~30%)
Street stalkerappears every 9–19 s; vanishes inside 5.5 tiles, after 1.3 s of staring, or 9 s
Map overlay3 charges per building, ~3 s each; unlimited in town; game keeps running
Pickup / interact range1.1 tiles for items · 1.5 tiles for stairs, doors, exits
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