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.
Creator creates Track played as Run
Run produces Record replays Ghost
Circuit contains ordered Tracks Track · Circuit used by Match · Co-op / PvP
Track Circuit Run Match Record Ghost Creator Raw time Penalty Final time Personal best (PB) Delta Split Medal Ivory Retry Hostile Marked target Hostile tech Energy barrier Breachable wall Cover Checkpoint Extraction Loadout Utility Attachment Fixed / Restricted / Open Ranked / Unranked Co-op Match PvP Match Free-for-all Solo / Duo / Trio / Squad TOO SLOW. AGAIN 01 CoreTrack 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 02 On the clockRaw 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 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 03 On the TrackHostile 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 04 KitLoadout 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 05 TogetherCo-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 06 The verdictTOO 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