Read the level text
Before moving, identify what just changed. A new rule can turn your last safe habit into the next mistake.
Learn the run in the order the game asks you to think: read the rule, locate Cobb, identify the task, choose an exit, then move.
The fastest way to lose a run is to move before you understand what the current level changed.
Before moving, identify what just changed. A new rule can turn your last safe habit into the next mistake.
Do not commit to a corridor or interaction until you know where the current threat is moving.
Look for the item, coal path, breaker, conveyor, or interaction the current stage needs, then identify a way out.
Treat every pickup or loud interaction as a commitment. Know where you will go immediately after it.
Do not carry the previous level's assumptions forward. Update your route as soon as the next rule appears.
The official game listing identifies keyboard and gamepad input. For the current browser build on this site, use the quick controls below to start moving and interacting.
The developer says Cobb starts Level 1 with no senses or abilities. Use that room to learn spacing, path width, and how close you can safely get before later levels add See, Hear, Smell, Reach, or Duplicate.
See every rule before it stacksThe run is not just a chase. The route exists because you still need to move items and complete stage interactions while Cobb changes the pressure.
The developer describes the core prototype around picking up and dropping items, including carrying coal toward a furnace objective.
The conveyor was added because hauling coal all the way to the furnace was cumbersome. It lets you bring coal to the center, but delivery still takes time.
Breakers are built into map spawn points. Once Hear is active, a loud breaker can reveal a position from much farther away than footsteps.
Completing the interaction is only half the decision. The safer route is the one that still gives you space after the task is done.
See changes exposure. Hear changes noise. Smell changes the value of nearby hiding. Reach changes the safety buffer. Duplicate changes how many threats you need to track. Freeze and Starve can also make your own defensive habits expensive.
These are player decision mistakes, not secret mechanics. Fixing them makes each new rule easier to read under pressure.
You start the new level using the previous level's rules.
You reach the coal, breaker, or interaction but lose track of Cobb.
The same corridor keeps working until See, Hear, Smell, Reach, or Duplicate changes the pressure.
Darkness or distance feels safe, but a player condition or tracking rule makes staying put worse over time.
You finish a loud action and only then start deciding where to run.
You assume the visible sprite edge is the full danger zone.
You do not need a perfect plan. You need enough information to avoid turning one interaction into a blind panic.
The core run revolves around completing stage objectives while surviving Cobb. The developer describes the main prototype around picking up and dropping items, carrying coal toward a furnace, and later using a central conveyor to make coal delivery more manageable.
The current browser build uses keyboard movement and interaction controls, and the official itch.io listing also identifies keyboard and gamepad input. On this site, the quick controls shown are WASD or Arrow Keys to move and E or Space to interact.
Use Level 1 to observe Cobb. The developer explains that Cobb begins with no senses or abilities there, so the first level is a useful chance to learn spacing and movement before later rules stack up.
The most common reason is carrying the previous level's habits into the next one. Re-read the new line, identify what changed, then update the route before moving.
No. Start with the current warning, make one route adjustment, and use the rules guide when a specific ability changes what feels safe.