You clocked out at the wrong office. Now the maze goes down forever, the lights hum, and something wearing a bear suit is very interested in your spine. Find the exit door. Go deeper. Touch grass eventually.
Horror-comedy with flashing images, jump scares and cartoon gore. Intensity and a flashing-effects kill switch live in Settings. Headphones recommended. Mouse and keyboard, or a touchscreen.
Up to eight in a room; join or leave whenever. You will not all see the same maze: some walls are only walls for you, and one monster in five is yours alone, so sometimes a friend is shooting at nothing. Friendly fire is on. Co-op: go down together and kill what lives on floor 6. Go down and you are out for ten seconds; if everyone is down at once, the run is over. Arrows point at your friends. Nobody leaves a floor alone: stand in a door and it calls the others to it, and calls everything else on the floor too. Versus: a small sealed maze, five minutes, and the monsters keep coming. Only killing each other scores. Everyone starts with the pistol; every kill earns the next gun, up to the plasma rifle. A room keeps the mode of whoever opened it.
Left thumb: drag to move. Right thumb: drag to look. Tap to shoot at the crosshair; hold a finger still on the right to keep shooting, and drag it to turn while you shoot. Tapping with a door up close in front of you opens it, and tapping tears off whatever is on your face. » next weapon, II pause.
You always start in the Yellow Rooms. After that every floor has two or three ways down, and where they go is different every run: the exit door glows green and does not say; the coloured ones do. Any one floor only has three or four kinds of thing living on it. Corridors loop. Doors close behind you. Rooms rearrange when you are not looking at them — there is no map, so learn to read wallpaper. Each floor gets bigger, darker and more crowded. On floor six, and every sixth floor after, a boss waits in a room of its own: the amalgam in the Red Void, a cow that is also Saturn on the moon, a watermelon crocodile in the sewer outfall, and a cactus elephant in Detention with a clock that stops time. Every run meets them in a different order.
Keep moving — bombs fall from above. The bear only moves when it is off-screen; keep it in view and back away, or run and turn. Listen for the drumbeat. Ballerinas explode, so shoot them away from yourself. Water slows you and hides things. Quad damage melts bosses. Every door goes down: a coloured door tells you where, the green one does not. Do not look at the thin man: turn away and move. Your torch reaches about as far as you can run in two seconds. Eyes show up before the rest of them does. If the torch dies mid-corridor, do not stand there admiring the dark.
Turning flashing effects off replaces strobes and full-screen face flashes with a dim fade and an audio sting. Scares can be set to 0% for a pure shooter.
Your name goes on the leaderboard next to how deep you got.
| # | Name | Floor | Score |
Go straight to a place on that floor (the void always lands on a boss floor). Solo only.
the maze waits, politely
Click Resume and then click the maze to recapture the mouse.
The bear sends its regards.
| Deepest floor | 1 |
| Kills | 0 |
| Shots fired | 0 |
| Accuracy | 0% |
| Scares survived | 0 |
| Time lost down here | 0:00 |
| Score | 0 |
| Record | 0 |
| Leaderboard | — |
You did not touch grass.