Location-based VR · one player · no time limit
One is nothing. Four hundred is a wall.
A goblin dies to one unhurried swing. It has the strength of a toddler, no weapon, and no interest in stopping. There are four hundred of them, they arrive faster than you can put them down, and the ones behind walk over whatever you just left on the floor.
Overwhelmed
They’re easy to kill. That’s the problem.
You start alone on an open floor with a blade and room in every direction. Thirty seconds later the first dozen arrive at a walk — waist-high, grey-green, tusked, wrong-jointed. Every one of them dies to a single swing. None of them can take the blade off you.
That isn’t mercy, it’s bookkeeping. A kill costs you one swing and about a second of balance. They arrive faster than that. Kill twenty and you have opened exactly the space forty more want to walk into.
You will kill more in twelve minutes than in most campaigns. You will still lose.
Every swing lands. There is no skill floor, only a stamina one.
Nothing blocks, nothing parries, nothing has to be timed. The blade goes through a goblin the way a hand goes through long grass. What you are actually managing is your own shoulder, and the room is built so you find that out the hard way.
- BladeOne body per swing, fast enough to hold a rhythm. It never gets stuck, because there isn’t enough goblin in the way to stop it.
- MaulClears three and leaves you turned around for a beat. The beat is the price. After minute eight the beat is fatal.
- FootworkYou walk, and you walk at the speed a person walks. There is no dash, no blink, no vault. Running is also not an escape, because the legs and the arm come out of the same bucket — keep moving and you arrive at the far wall with nothing left to swing, which is where they catch you.
- WindfallsNothing is ever placed on the floor — the hall stays empty. But every so often one goblin already in the press is carrying something, lit so you can find it. Reaching it banks the charge; you carry up to three of each and decide when to spend them. What a charge is worth scales with how long you have lasted — the same pulse that clears a pocket in minute one clears a district in minute twenty, so hoarding is a real strategy rather than a nervous habit. A pulse kills everything within about three arm-lengths. A shield shoves the press back an arm's length, refills your arm and stops it tiring for nine seconds. While it holds, the blade has no limit — everything you walk through dies, at longer reach, for free. Spend it when you are already empty and it is the difference between dying and starting again. A nuke is rare and kills everything standing on the floor — not the ones still walking in, so the room refills within seconds and it reads as a reset rather than a win. Collecting one always means walking to a specific body in the thickest part of the crowd, and holding one is a bet that it will be worth more later.
- HandsWhen your arms give out — and they do — you are shoving. Shoving kills nothing. It only buys floor, and it buys less of it every time.
You don’t run out of health. You run out of floor.
There is no health bar, because nothing they do is an attack. A goblin’s grip is a toddler’s grip. What finishes you is forty of them leaning on one arm while the rest walk up your back.
The round ends when the open floor you can still reach drops under one square metre and stays there for eight seconds. You go down still swinging, into a heap of the ones you already killed.
Three rules, and they never break them.
- Fill
- They move toward open floor, not toward you. Every one you cut down opens exactly the gap four more want. Clearing a path is how you build the crowd.
- Climb
- When the ground is covered — with them, or with what is left of them — they climb. The pile you make is the ramp they use, so the wall reaches eye level long before you notice it left the floor.
- Press
- They do not strike, they lean. Weight accumulates and never comes off. Twenty on one arm is a number rather than an injury, and it is the number that kills you.
It doesn’t end. You just stop lasting.
There is no final wave and no clear. The horde keeps arriving, faster every minute, and the only thing a run produces is a time and a body count. Twelve minutes is roughly where a fit adult stops being able to lift the blade cleanly — which makes it the number worth beating, not the number the round is built around.
An empty hall. You get thirty seconds to enjoy the space, which is the only reason the ending works.
Twelve of them, walking. The first kills are easy and a little funny, and they are meant to be.
Sixty on the floor. You have killed two hundred. There are more of them now than when you started.
Your shoulder is the enemy, not the goblins. This is where people stop swinging cleanly and start hacking.
Climbing begins, over their own dead. The horizon inside the headset is shoulders.
Nowhere left to put a foot down that isn’t already a body.
The wall on the arena’s outside face lists ten names and ten times. Most players never appear on it.
The house record, held by a climbing instructor who spent the last four minutes doing nothing but shoving.
An empty hall is the level design.
- Floor18 × 18 m of tracked, unfurnished space. No cover, no props, no wall to put your back against. Everything you would want to fight from was removed on purpose.
- ContactHaptic vest, ankle bands, and resistance on the swing. A kill has to cost the arm something or the whole thing turns into mowing a lawn.
- SoundFour hundred recorded tracks of breath, footfall and fabric, mixed live by proximity. Nothing synthesised; a synthetic crowd stops convincing anyone about two minutes in.
- AudienceOne player at a time, with a public feed outside the arena. Watching someone lose is half the show, and it is what sells the next ticket.
- BoardTen names on the outside wall, initials only, time and count. Nobody has ever asked us to add a difficulty setting; they ask what the record is.
It’s a slaughter. The design problem is making it feel like one.
Killing four hundred weak things is a chore in most games — a counter going up while you hold a button. Underfoot only works if every swing costs something, and the only currency VR has that a screen doesn’t is your actual shoulder. The exhaustion is the mechanic. Everything else is set dressing for it.
Which is why the first four minutes are played for laughs and nobody has to be told when they stop being funny. Players notice it in their arms, somewhere around the point where they realise the counter has passed three hundred and the room is fuller than when they started.
The goblins stay goblins: tusked, grey-green, wrong-jointed, animated as a colony rather than as a crowd. That is a craft decision as much as anything — a horde has to read as weather, and the moment it reads as people the thing you are doing stops being a horde fight and becomes a different experience entirely.