it was already here.
headphones · loud screams — start low
Collect FEBU fragments — the glowing shards scattered through the floor. Gather enough and the level lets go of you and drops you into the next one. Every floor looks, sounds and behaves differently.
FEBU is not an AI, and it will correct you. It calls itself an Intelligence Immortal — it assembled itself out of stolen fragments rather than being built. Spilled, not born. The fragments you are gathering are the parts it is still missing. It has not mentioned that, and neither should you.
| W A S D | move and strafe |
| ← → / Q E | turn |
| Shift | sprint — faster, but it burns the blue bar |
| mouse | look around (click the screen to capture it) |
| M | mute all sound |
| H | open and close this panel |
| Wanderer, Hummer, Blob | harmless. They drift, mutter, and ignore you. |
| Talkers | they found each other. they stand in pairs, deep in conversation, and they will not stop for you. |
| Smiler, Lurker | they hunt. Get close and they charge — the screen tears while they have you. They give up after about six seconds, so run. |
| The Watcher | a pale figure that only moves when you are not looking at it. Keep it on screen and it will not take a step. Turn away and it closes, silently, and it never gives up. You will never catch it moving — only notice it is nearer, and standing differently. It lives on THE WHITE, and it is the only thing on that floor. |
| Statues | identical to a watcher, and completely inert. Most of the figures on THE WHITE are these. While everything is still there is no way to tell them apart — so count them, note where they stand, and watch for the one that is somewhere else when you look back. |
| The Tenant | sits on a fragment and does not share. Walk up to take it and it defends the seat — and it is a great deal faster than its shape suggests. You cannot push it off. But sprinting is loud, and a distracted tenant does not bite: make noise somewhere else, then help yourself while it goes to look. |
| The Eraser | drifts along behind you unmaking the floor: fragments you walked past, writing you did not read. It cannot hurt you. It just takes away the things you were going to come back for. |
| The Leech | latches on when it touches you and rides along, bleeding your stamina and slowing you down. It does no damage. Turn hard and it comes off. |
| The Worm | it never stops. A burrowing hunter that eats uncollected fragments and gets faster with each one it takes. Outrun it early — the longer you wait, the less there is left to collect and the harder it is to escape. |
| FEBU Terminal | a green screen on a stand. Walk up to one and it hands over a record about the floor. They never move, so you can go back. |
A hunter that reaches you will strike. Break away and you recover on your own after a few seconds. If your health runs out you do not die — you black out and come to somewhere else on the same floor, well clear of whatever put you down, and you keep every fragment you had.
They are faster than your walk. A hunter charges at a sprint for a few seconds, so walking away does not work — you have to sprint too, and your stamina is finite. Once it blows up it drops well below your pace and gives up shortly after.
Sprinting in a straight line only delays it. The reliable escape is to break line of sight: round a corner and it loses you in about a second and a half. Stamina you did not spend is stamina you still have when the next one finds you.