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35

A player performs a Run on a Track. Tracks can be combined into Circuits. Matches define how players or teams compete over those Tracks or Circuits. Records preserve the best results, and Ghosts replay previous Runs.

CreatorcreatesTrackplayed asRun
RunproducesRecordreplaysGhost
Circuitcontains ordered TracksTrack · Circuitused byMatch · Co-op / PvP

01Core

Track
One short combat course: enemies, objectives, an extraction and four medal times.
TRACK 017
Circuit
An ordered collection of Tracks played as one larger challenge. Default score: the sum of the final times.
WEEKLY CIRCUIT
Run
One attempt at a Track or Circuit, from GO to the finish — or to the retry.
BEST RUN
Match
A live multiplayer game: Co-op or PvP.
2V2 PVP MATCH
Record
A best time — yours, a friend's or the world's — on a Track or Circuit, kept per team size.
PERSONAL RECORD 00:31.482
Ghost
A recording of a previous Run replayed alongside your current one, drawn as a cyan shell.
WORLD RECORD GHOST
Creator
A player who builds and publishes Tracks and Circuits for everyone else.
FOLLOW CREATOR

02On the clock

Raw time
The clock from GO to extraction, to the millisecond.
00:41.844
Penalty
Time added for mistakes: +2 s per hit taken, +5 s for leaving the course.
HIT +02.000
Final time
Raw time plus penalties. The only score.
FINAL TIME 00:43.844
Personal best (PB)
Your best final time on a Track.
PB 00:43.120
Delta
The difference against your best: cyan when faster, red when slower.
+00.019
Split
The clock at an objective or checkpoint, compared live against your best.
SPLIT −00.240
Medal
Bronze, Silver, Gold and Ivory target times on every Track.
GOLD 00:11.500
Ivory
The developer's time. The last medal, and the hardest.
IVORY · DEVELOPER TIME
Retry
Back to the start in the same frame. Esc › Enter, or View on a pad.
ESC › ENTER

03On the Track

Hostile
An armed enemy: a black silhouette that does the same thing on every Run.
3 HOSTILES
Marked target
A hostile with a yellow diamond: the one the objective needs.
ELIMINATE MARKED TARGETS
Hostile tech
Red machines to destroy — or to switch off with an EMP.
DESTROY HOSTILE TECH
Energy barrier
A red field that blocks players only. An EMP drops it for 8 seconds.
BARRIER
Breachable wall
A wall that becomes a door with a breach charge. Glows cyan while you hold one.
PLACE CHARGE
Cover
Grey blocks, crates and pillars you can hide behind.
COVER
Checkpoint
A yellow column you must touch.
REACH EVERY CHECKPOINT
Extraction
The final yellow zone. Reaching it stops the clock.
REACH EXTRACTION

04Kit

Loadout
Primary, secondary and 2–3 Utilities, plus attachments.
RIFLE · PISTOL · FRAG + FLASH
Utility
Frag, Flash, Smoke, EMP or Breach charge. Each solves a different problem.
UTILITY 1
Attachment
An optic, muzzle, barrel, grip, magazine or laser. Always a trade-off.
RED DOT
Fixed / Restricted / Open
How strictly a Track or Circuit controls the loadout.
UTILITIES FIXED
Ranked / Unranked
Whether a Run can enter the Records.
UNRANKED · NO RECORDS

05Together

Co-op Match
1–4 players in one Track world against the AI.
4-PLAYER CO-OP
PvP Match
Direct combat between two or more teams.
1V1 · 2V2 · 4V4
Free-for-all
PvP where every player is their own team.
FFA
Solo / Duo / Trio / Squad
Record categories by team size, so times stay comparable.
SQUAD RECORD

06The verdict

TOO SLOW.
What the game tells you when you lose — to the Track, to a hostile or to another player. Not an insult. An invitation.
TOO SLOW.
AGAIN
What you do next. One key, same frame, no loading. Hence the name: Too Slow Again.
ESC › ENTER