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Prospect

Every guard is blind to exactly one colour, and that colour is the only thing you can hide in — so cover is never cover, it is cover from one specific person.

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Each guard is blind to exactly one colour — red, blue or yellow — and the rule reads in one sentence: inside geometry of the colour a guard cannot see you are invisible to them, and in anything else you are in plain sight. A guard's blindness is printed on their uniform as a band, and the vision cone they sweep across the floor is drawn in that same colour, so you are never guessing which one it is.

That turns cover into a person rather than a place. A red block hides you from the red-blind guard and shows you to everyone else, so the question in a room is never "where is cover" but "whose cover is this, and who is looking right now".

How it plays

  • Six levels, one new idea each: one guard and one colour, then two guards in one room, then colour-shift plinths, then a guard who patrols between two rooms so what you learned in the west is what you need in the east, then an open white atrium with islands instead of corridors, then all of it with three guards.
  • Which colour each block group takes, and which colour each guard is blind to, is not authored — it is drawn from a seed under three constraints and a safe-route pathfind, so no level ships without a route that is safe from every guard at every moment. This build runs one fixed seed: the atrium's layout admits 486 distinct fair assignments and the three-guard finale 54, but you play one of them, and it is the same one every run.
  • Walk 2.8 m/s, crouch 1.4 m/s — low cover only hides you crouched — and sprint 4.8 m/s, which guards hear within 14 m no matter what colour you are standing in.
  • Being seen adds 45 suspicion a second and breaking line of sight sheds 20. At 100 that guard alerts and the level's guards converge for 12 seconds, and they still have to physically reach you, so an alert is a problem rather than an ending — the colour rule is how you stay unseen, not a lock on the vault. Play it properly and the number can sit at zero: the certified route through the first level and through the three-guard finale each peak at 0.0 out of 100.
  • Stand on a plinth and press E to rotate a set of blocks red to blue to yellow. It reconfigures the room's cover for everyone at once, which usually helps you against one guard and exposes you to another. There are no weapons and no combat.
  • Every colour carries a pattern as well as a hue — red solid, blue diagonal hatch, yellow dots — in the world and on every readout, on by default and toggleable from the pause card.

Flat unlit primary colour, thick black outlines, and an orthographic camera fixed high enough to hold the whole room. The layout is never hidden from you, because this is a game about planning a route and not about remembering one.

Plays with KeyboardMouse Not for touch
WASD or the arrows move, and movement is camera-relative. Hold a mouse button and drag to turn the camera. Z or C crouches, Shift sprints, E uses a plinth, Esc pauses, Space starts. Ctrl is deliberately unbound: crouch-walking is constant in this game and Ctrl+W closes a browser tab without letting the page stop it.

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