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Games

One Beam

One unit holds the beam and only it can fire. The rest run. The rules, the score, the controls and the Worlds.

View as Markdown

One unit holds the beam: the Hunter, and only it can fire. The rest of the crew drop off the sky platform, scatter across the World and try to last the Window.

A window, start to finish

  1. The drop. Every window starts on the sky platform. The crew drop off, and their units' thrusters set them down (there is no boost on the drop). The Hunter waits 20 seconds on the platform, blind.
  2. The hunt. The Window runs 3, 5 or 10 minutes (the host picks). The Hunter fires the lasers on its unit's forearms. The crew hide behind rocks, run, boost, swim and dive.
  3. The close. When the Window runs out, or every unit is down, the camera finds the unit that took the window and the results come up.

The host picks the Hunter: a random unit, a named one, or Rotate, where every unit holds the beam once, a window each. With Rotate, the most points win the match.

Health and shield

Every crew unit has health under a shield. Bolts wear down the shield first; it comes back a few seconds after the last hit, until a hit gets through to your health. From then on your shield is gone for the window, and health never comes back. At 0 you are down and watch the rest of the window. The Hunter's shield always holds.

  • Damage depends on the Hunter's power, the distance (full up close, half at the lasers' range) and where the bolt lands: the head takes the most, the ball and fork the least.
  • A laser field out at sea marks the edge of the World. It pushes everyone back. Your shield holds it off; with the shield down, a touch costs half your health.
  • Hitting a rock face hard throws you back: the shield takes it, or it costs health.
  • Badly hurt, a unit smokes, sparks and slows down, its booster first.

Risk and score

Every unit moves at the same speed. Two stats, set in the Hold, change your Risk, and Risk multiplies your score:

  • Boost: 3 to 5 seconds of rocket flight.
  • Power: your beam's damage when you hunt, your shield when you run.

Less boost and less power mean a higher Risk, from x1 to x2. In the hunt it is live: it climbs near the Hunter (up to x3 within 15 m) and drops far from it, never past x5 in all. The HUD shows it under the clock.

WhoPoints
Crew1 a second you last, times your Risk; 30 more (times your Risk) if you make it to the end. Down, you keep half
Hunter50 a unit downed at even Risk, times its Risk over the target's, and a bonus for clearing the World early

The sea

The sea is part of the World. A unit wades in the shallows, swims on its pack's thrusters turned water jets (Shift bursts them, on the booster's fuel) and, out of its depth, can dive: under the surface bolts can't reach it, and the Hunter can't fire. A dive lasts as long as its air.

Controls

Keyboard and mouseWhat it does
W A S DMove
ShiftRun (held); in the sea, burst the jets
SpaceJump; again in the air (held) to boost; in the sea (held) to dive
MouseTurn and look (click the game to capture the mouse)
Left clickHunter: fire (held); not under water
Right clickZoom (held)
TabWhen down: watch the next unit
MSound on or off
F1Help
EscFree the mouse, menu and settings
GamepadWhat it does
Left stickMove; push it all the way (or click it) to run
Right stickTurn and look
AJump, boost, dive
RTHunter: fire (also RB or LB)
LTZoom (held)
YWhen down: watch the next unit
Back, StartSound on or off, menu

On a touch screen, drag on the left half to move (to the rim to run) and on the right half to look. The buttons jump, zoom and, for the Hunter, fire.

The Worlds

  • Earth: green hills around a tall peak, meadow grass, surf on white sand.
  • Desert: dune fields over low ridges, turbid shallows, sand on the wind.
  • Mars: a plateau cut by broad, layered canyons, dark brine, fine dust in the air.
  • Ice: a glacier over the island, slick clear ice (a unit slides on it), a fjord, icebergs offshore and a low sun all day.

Tips

  • Rocks stop bolts: the big ones are cover (the grey spots on the map).
  • Nerve pays: keep near the Hunter and your Risk climbs.
  • Bolts fly fast, but not instantly: lead a moving unit.
  • The boost is loud and bright. It gets you away, and it shows where you are.