How to play Relayroam

A visual guide · Make your first repair, read spark forecasts and learn clear bonuses, continuation and Bank.

Your goal

Restore the relays. Bring the little bots home.

Explore a sky station one step at a time. Restore every relay to open the exit, then step through it. Rescue sleeping helpers when your charge allows, and keep exploring new chambers for as long as you like.

The first two pictures show the real Arrival workshop layout. Other pictures are simplified teaching examples. They do not control your live game. Nothing advances while you plan or read.

01Make your first repair in three steps

Before: follow the numbered route

12345671234ϟ5ϟ123Before · 28 charge · 0 points
From the top-left start, move down, down, then right onto the first relay at column 2, row 3. The numbers mark these three destinations. Walls block movement; diagonal and distant tiles are not moves.

After: one relay restored

12345671234ϟ5ϟ✓After · 23 charge · 60 points
Three moves use 3 charge, and the new relay uses 2 more: 28 becomes 23. You earn 60 points immediately. The check marks a restored relay. The other relay still needs repair before the exit opens.
  • Choose Start Exploring. Use arrow keys or W, A, S and D with focus in the game, or click or tap an adjacent floor tile. Each accepted move is one turn. Holding a key does not repeat.
  • Space or Wait spends one turn without moving. Tab reaches controls; Enter or Space activates the focused button. After a tile move, keyboard focus returns to the game.
  • There is no clock. An invalid move uses no charge. Each chamber starts with 28 charge; capacity is 32. Each move or Wait costs 1, and entering a new relay automatically costs 2 more.

02Read the deck before choosing a route

Relay

Step onto it to repair automatically: 60 points and 2 extra charge.

Restored relay

The check stays. Returning costs only the normal move; no second reward.

Sleeping helper

Step onto it for 80 points, with no extra charge. Helpers shows all rescues in your run.

Battery

ϟ
One entry adds 6 charge, up to 32, after the move cost. It is used once.

Exit

The door opens after every relay is restored. Enter the open exit to clear; waiting on it does not clear.

Vent

Lightning and stripes warn that this tile sparks on the next move or Wait.

Wall

Raised tiles block movement. Only neighboring floor tiles can be entered.

Relays counts repairs in this chamber. Helpers counts rescues across the whole run. Charge belongs to this chamber; Score keeps every awarded point. A helper can be left behind if the route would use too much charge.

03A forecast describes your next action

Waiting on a warning vent still gets hit

ϟϟWait21 charge17 charge1 for Wait + 3 for the spark
This simplified example is reachable in Arrival workshop: at turn 11, the robot on the vent at column 5, row 4 has 21 charge and the next action sparks. Wait costs 1 plus the 3-charge hit, leaving 17. Moving off the vent avoids that hit, though the move still costs 1.
  • All vents advance their rhythms only when you move or Wait. A marked vent elsewhere cannot hit your robot. Check the tile where you will end the next turn.
  • There is no Undo. A spark hit takes charge and removes this chamber’s clean-clear bonus, but it never removes points already earned. Plan around batteries or head for the open exit.
  • Revisiting a relay, helper or used battery gives no new reward. Waiting never picks up an item.

04Clear a chamber, then choose your next adventure

A clear continues the run

Relays → open exit → clearNext ChamberBank RunKeep exploringKeep pointsNo clock · no final chamber
Repair every relay and enter the open exit. Next Chamber starts a fresh room with 28 charge and keeps your score and rescues. Bank Run is available during play or after a clear, and finishes the whole run.

A clear adds 150 + 3 × charge left, plus 75 if no spark hit you in that chamber. With 10 charge left, that is 255 without a hit or 180 after a hit. These are clear bonuses, added to your relay and helper points. Entering an open exit with your final charge still clears and earns its bonus.

  • The first three layouts repeat. Later chambers may reflect the routes and change vent rhythms. Charge and hazards stay bounded; there is no final chamber.
  • Bank Run asks for confirmation. Keep Exploring cancels for free; confirming keeps your earned points, including repairs and rescues in an unfinished chamber.
  • Running out of charge away from a successful open-exit entry also ends the run. Your earned points stay. Play Again starts fresh; Menu returns to the games.
  • Your game waits while the Visual Guide is open. Closing it returns to the same chamber and score. If the screen is too small, widen or turn it; your run is safe.