The room only moves when you do.Hold a direction and you walk, and the whole room walks with you — saws slide, pistons swing, beams sweep. Let go and every one of them stops mid-stride. Looking is free. Thinking is free. Going somewhere is the only thing that costs time.
Nothing in the room reacts to you.Everything is on its own clock and none of it has ever heard of you. The same room, the same beats, every single time you run it. That is the promise the whole game rests on.
One person per take.You drive one of your group to an exit. Then you rewind to the start and drive the next one — while the first replays exactly what you just did, at exactly the same moments.
You get in each other's way.Your people cannot walk through each other, so your own team is an obstacle as well as a help. What they can do for each other is stand on a plate, which holds a gate open for as long as somebody's weight is on it.
There is no wait button.Standing still stops the room too, so it can never get you somewhere later. If you need to be at a door in a moment rather than now, you have to spend the time walking — a small circle, a long way round. Deciding how long somebody lingers on a plate is the whole job.
A body still has weight.Death only counts if you accept it and move on — and someone who dies on a plate keeps holding it down. That is a thing you are allowed to do on purpose.
Everyone has to get out.Anyone still in the room when the run ends is left behind. Once your own people are clear you can go back for a bystander.
Controls.Arrows or WASD, or drag anywhere along the bottom · Backspace steps back a square · R restarts the take, free, forever · Tab re-records someone