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
After: one relay restored
- 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
Restored relay
Sleeping helper
Battery
Exit
Vent
Wall
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
- 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
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.