Point Five

Game

Tap Tap

rwtrcsc updated 4mo ago 20 MB engine 25

Point Five

A lone shape slides down a track that keeps folding into corners. Gates block the path, and each one only lets the right match through. Read it wrong and the run is over. 


How it works

You pick one of two modes, then you move forward automatically — your only job is to match each gate before you hit it. Click to change.

  • Color — you're a cube that cycles red, green and blue; match the gate's color
  • Form — you cycle cube, sphere and tetrahedron; match the gate's shape

Every gate you clear is a point. Every few points the track speeds up, so your reactions have to keep pace. The path twists and turns as it generates, and a single mismatch at a gate ends the run.

Controls

Change color / shape — Left Click

Start — Color 1 / Form 2

Restart — Space / Left Click

Leaderboards 

Global leaderboard tracking the highest score. 

show_chart Player History
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75
Total Users
97
Total Sessions
6.5 hours
Total Playtime

Global Statistics

5.9K
highscore
Positive Negative
info
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
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3
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3
6
2m - 4m
8
8
4m - 8m
1
1
8m - 16m
1
2
3
16m - 32m
5
2
7
32m - 1.1h
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3
1.1h - 2.1h
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1
2.1h - 4.3h
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4
4.3h - 8.5h
4
4
8.5h - 17.1h
3
3
17.1h - 34.1h
1
1
34.1h - 68.3h
2
2
0 recorded entries
Rank Player Score Recorded
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Package ID: rwtrcsc.point_five
Created: 2026-05-29 04:32 UTC
Updated: 2026-06-08 14:02 UTC
Type: game
Public: Yes
Version: 277581
files: 124
Size: 19.6 MB
Engine Version: 25
Asset Version ID: 277581
Version Created: 2026-06-08 14:02 UTC
Hash: 1792750310
Manifest: Open manifest
Multiplayer: Unknown
Versus: Unknown
Co-op: Unknown

settings Engine & Multiplayer Configuration

Player Count: 1 - 64 Players
Tick Rate: 50 Hz
Network Type: Multiplayer
Startup Scene: scenes/main.scene
Map Select: Unrestricted
new_releases Latest Update Jun 8, 2026
Changes on 2026-06-08
5/31 - The Richard Update May 31, 2026
Added
  • More colors — the palette now grows from 3 up to 6 as your score climbs, so the matching gets richer (and tougher) the longer you survive.
  • Map themes — the world shifts through six background environments as you go, instead of one static sky.
  • Two new ways to play, rolled in at random when you start a run
Improved
  • The loaded mode is now clearly shown on screen (COLOR / FORM / BOTH / DAILY MODE) so you always know what you're playing.
  • Rebuilt the speed curve to ramp smoothly and evenly — a real middle gear instead of a flat start followed by a sudden wall.
Fixed
  • The SAVES counter no longer overlaps the mode text (moved clear to the top-left).
Known Issues
  • Daily currently appears at random rather than as a single fixed daily challenge, and new shapes are still on the way.
5/31 - Reviewed Feedback May 31, 2026
Added
  • Near-miss tension — the screen edges glow red as you bear down on a gate you haven't matched yet. Switch to the right color/shape at the last moment and you get a white flash and a quick camera punch as a reward for the save.
  • Close-call tracking — last-second saves are counted during your run and tallied on the game-over screen.
Improved
  • Reworked the entire difficulty curve. Speed now builds smoothly and evenly from a calm start, with a real middle gear — instead of sitting flat and then spiking. A genuine sense of escalation the longer you last.
  • Gates come more often as you go. Runs tighten as your score climbs, so there's less dead space between decisions and more to do past the opening seconds.
  • Faster leaderboard submission — your score pushes up the moment a run ends
Fixed
  • The early game should no longer feels static — speed actually scales now instead of barely incrementing.
  • The leaderboard no longer looks like it's just replaying your own attempts.
info Live API Passthrough & Removal Notice

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