KAI'S GREEDY LOOP 한국어

THE MANUAL

HOW TO PLAY

Two moves on one button. Tap to change lanes, hold and let go to dash. Everything else grows out of those two.

The Moss Ring, the first world. Kai carries his line of creatures toward a blue bumper.

The Moss Ring, the first world. Kai carries his line of creatures toward a blue bumper.

THE RUN

EAT, DODGE, LET GO.

Kai runs a loop of stone that never ends. Creatures sit on the road: run over one and it joins the line behind him. That line is your hoard, and it holds ten.

Hold the button to charge, then let go to dash head first. The dash breaks whatever stands in your lane, and the creatures you carry fly free around the monument. Setting them free is where the score comes from, and the longer the run has burned, the more a release pays.

Red walls stand in the lanes. A hit costs a heart, half your hoard and a little of your score, and with no heart left the next hit takes Kai's head. That ends the run, and the next one begins where every run begins.

Now and then a gate closes the road. Dash it down slab by slab and the floor gives way: Kai falls into the next world. There are six.

THE IN-GAME MANUAL

EVERY RULE

The same rows as the HOW TO PLAY screen inside the game.

CONTROLS

TAP

Change lane. One lane per tap, outward, and it wraps at the edge.

HOLD, THEN RELEASE

Dash forward and free the creatures you carry. The dash breaks what it hits, and every barrier it breaks pays.

PINCH

Zoom the camera in or out. Two fingers, during a run. The game keeps your distance.

ZOOM

Zoom the camera in or out. Mouse wheel, or drag with the right button. L2 and R2 on a controller. The game keeps your distance.

THE SCREEN

SCORE

Top left. Freeing creatures, or simply running on, raises it.

CREATURES CARRIED

Top right. Up to ten. When it is full, release them.

LIVES

The heart. A hit takes one; a horn gives one back, up to three. With none left, the next hit ends the run.

NEXT GOAL

Under them. How many more to free for a bonus, and how far to the gate to the next stage, in turns.

SCORE

COLLECT

Each creature adds its value × your multiplier × 3 to the hoard. You carry ten at most.

MULTIPLIER

1 + 0.5 per tier. Tiers come from eating. Double or a boost pad doubles it.

RELEASE

Pays the hoard × a run bonus that climbs the longer the run burns, up to ×3.6.

A HIT

Costs 4% of your score, half the hoard and a horn. No horn left, the head comes off.

100 FREED

Buys a horn back.

HAZARDS

WALL

Red. A hit costs a horn, or your head. Dash through it and it pays.

DRIFTER

Stage 3. Slides between lanes. An X marks the lane it blocks, a ring the way past.

BUMPER

Never kills. Shoves you back, empties the hoard and takes 2% of your score. A dash breaks it.

THE KEEPER

A finger comes down and blocks lanes. An X marks the blocked lane, a ring the way past. It thinks first, then strikes.

THE MAGMA

Stage 4. The lava bubbles, then throws a glob onto a marked lane. Where it lands, a pillar of fire burns for a while. Fire is a hit.

THE GATE

Bars every lane but one and turns. Dash every slab down, one lane at a time, or it opens on its own.

THE RAIN

The last stage. Paving falls from above. An X and a growing shadow mark where it will land.

PICKUPS & PADS

MAGNET

Pulls creatures in from the lanes beside you.

DOUBLE

Doubles the multiplier while it lasts.

SLOW

Slows the whole world for a while. One pickup at a time, the new one replaces the old.

HORN

One life back. Offered only when a socket is empty.

BOOST PAD

Faster, and worth double while it lasts.

CONTROLS

ON ANY DEVICE

PHONE AND TABLET

Tap anywhere on the screen to change lane. Press and hold anywhere, then lift your finger, to dash. Pinch with two fingers during a run to move the camera in or out.

MOUSE

Click to change lane. Hold the button down and let go to dash. The wheel, or a drag with the right button, zooms the camera.

KEYBOARD

Space, Enter or the up arrow: a short press changes lane, a long press and release dashes.

READING THE ROAD

HOW TO LAST

WATCH THE MARKS, NOT KAI

A red X over a lane means that lane is about to be closed. A ring on the road marks the way past. The drifters and the keeper both speak this way.

THE WARNING OVER HIS HEAD

While something stands in Kai's lane ahead, a small warning mark rides over his head. When it goes away, the lane is clear.

TEN IS FULL

The counter at the top right reads 10/10 when the hoard is full, and nothing more joins until you let them go. Release before the next wall, not after it.

BUMPERS NEVER KILL

The blue blocks shove you back and cost you, but they never end a run. A dash breaks them like anything else.

A LONG RUN HEALS

Every hundred creatures you free buys a heart back, and a horn pickup appears only when a socket is empty.