Keep moving.
While airborne, hold toward a wall and press Jump to kick away. This uses your second jump. Jump over laser sweeps or turn to ash. Dodge meteor markers. Shooting a hatched chicken explodes it and hurts nearby fighters, with credit for the shooter. Bumping one also launches you hardest—even through a shield. In Gulp Gardens, jump between floating islands or ride the two living Belch Lifts up their open shafts. Swelling blast blooms explode; blinking eyes fire beams. Sneeze vents launch you upward. Rising acid closes the lower ground. In the expanded Dead Letter Depot, explore ten rooms across five floors. Use the central maintenance stairs or either outside staircase, drop through gaps between catwalks, and watch the express bridge crack beneath your feet. Walk into doors to push them open. Sorting lasers alternate lanes and directions; misrouted cargo drops from a marked room chute. The camera gently tightens around survivors, up to 30%, and pulls back when they separate. Reduced motion keeps the full map visible. Steam closes the lower rooms first after a four-second warning. In Gulp Gardens, bubbling acid rises from below after 49 seconds; the dotted high-water line gives four seconds to climb. In Lumen Works, laser gates hang between a bay’s roof and floor. Cross while OPEN, clear the marked column when CLOSING, or use the service route. Roof-mounted stamp presses warn before slamming; coolant vents kick sideways. Furnace pressure eventually closes inward. In World 1-Won, climb the two brick islands by either outside stair route or the center blocks. Pipe puffs launch you; marked prize blocks fall from above. Sunset heat rises from below. Bankshot Bunker equips everyone with ricochet discs: eight bounces, automatic reloads, and plenty of walls for return shots. Glowing banks add a twist to the rebound. Bumpers kick inward; TILT closes the outside lanes. Every arena keeps supplying randomized weapons on safe ground throughout the round; Bankshot Bunker supplies discs exclusively. Try the AK-47 for a hard kick and sharp report, or the suppressed .300 Blackout MCX for tighter automatic bursts and a quieter puff. Both carry 30 rounds. Hold fire on the Gatling gun to spin its barrels up and unload 90 rounds. The Singularity Plunger sticks to a surface or rival, pulls everyone in range, then pops—its owner is not exempt. Ground pickups preserve your stronger weapon and refill the same weapon. Press E over a weapon to choose it, including a weaker gun. The Armory’s explicit trials also swap for testing. Try the Scattergun for close-range pellet bursts, Priority Rocket for impact blasts, Parcel Lobber for bouncing grenades, or Return to Sender for ricocheting discs. Rockets and grenades can hurt their sender; returning discs can too. Collect jump jets for three stronger second jumps, hold J / X to fire the Rattler SMG or flamethrower, or tap J / X to drop a proximity mine. The flamethrower burns 45 health per second and turns rivals to ash at zero health, with about four seconds of fuel. Shields absorb one laser or flame contact; sustained flames burn through after a brief grace period. Mines arm after 1.2 seconds on the floor and can catch their owner. Press I or HOOK to catch a ledge or yank a rival ahead; press again to release. Everyone starts with two hooks; supply drops refill three. Try gear in the Armory and adjust bot count, starting chickens, or Night shift in Play lab. Laser hazards reach different platform heights. The dash indicator shows recharge; a press just before it fills is remembered. Every final elimination gets a smooth slow-motion close-up of the body or ash, with a steady full-map view under Reduced motion.