PLAYGROUND / 01
Hold an arrow to move · Swipe the board for one step
FIELD GUIDE /

Collect every cyan data square to unlock the perimeter exit, then step through the glowing door to win. Hunters keep chasing after the last pickup. C hunts you, I cuts ahead, and A guards nearby data. Hunters have different speeds and prefer safe routes. They react to warning tiles, but a late trap activation or wall shift can still catch them.
× pulse traps show a yellow ! before firing. ≈ fields slow both you and hunters. Walking into walls or the map edge only blocks your move. Arrow-marked wall bars are lethal when they shift into you; the next occupied cells light up before they move.
Lure hunters onto a pulse tile just before it fires, or into a moving wall’s path. Both hazards destroy hunters permanently. You still need every data square and the exit after they are gone.
Changing the level starts a new map. Every new run changes the walls and data count. Safe routes form loops, so you can circle around obstacles. Open this guide or leave the game to pause.

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