CHOP ESCAPE THE GAS
Ready for a walk?
Jet’s workbench · 0 salvage · gear & upgrades
Equip one item per slot. Upgrade each item to rank IV. Changes apply on your next stage or retry. Earn salvage by finishing stages, fighting mobs, and bringing home story clues. First clears pay more; replays still earn salvage.
Overtime Gloves
+8 punch reachStill warm from a full day of honest work.
Lakeshore Boots
+5 move speedBuilt for mud. Unrated for what Chop leaves behind.
Union Flannel
4% less stinkA faithful layer between Jet and the elements.
Lucky Breakfast Spoon
4% more salvageFor breakfast after the danger. Never before.
Paint-Crew Gauntlets
18 ms faster punchesA scaffold painter made these for getting the job done faster.
Clear 4 unique maps to unlockOrchard Spring Boots
+12 jump powerGate springs turn a careful hop into a confident leap.
Clear 9 unique maps to unlockStormwatch Coat
+1 maximum healthThe night watch insists that getting home counts as a victory.
Clear 14 unique maps to unlockDockworker’s Filter
8% less stinkClean sailcloth, copper wire, and the hope of another breath.
Clear 20 unique maps to unlockDeep-Freeze Mitts
+14 punch reachThe ice-cream crew suggests punching the problem at a safe distance.
Clear 39 unique maps to unlockDrainrunner Treads
+9 move speedGrooved soles from the rat wardens’ lost-and-found.
Clear 40 unique maps to unlockCannery Pressure Coat
10% less stinkMade to withstand a batch that has developed opinions.
Clear 42 unique maps to unlockCaptain Crunchers Medal
10% more salvageAwarded for bravery under unreasonable breakfast conditions.
Clear 46 unique maps to unlockField journal · 0 / 15 clues · best combo 0
The Midnight Delivery, Open Every Window, and Motor City After Dark chapters appear throughout your shuffled walk. Find the glowing clue on the raised route, then beat the boss to save it here. Defeat eight mobs and finish with three health for an extra 25 salvage.
- MIDNIGHT DELIVERY
Cold Scoop, Hot Pursuit
Jet follows a trail of melted ice cream to the closed dairy. Someone has been feeding Chop after midnight.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- MIDNIGHT DELIVERY
Drain Expectations
The dairy drain empties beneath town. Masked rats patrol the dry ledges above the green water.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- MIDNIGHT DELIVERY
Captain Crunchers: Night Shift
The cereal mill is still running. Its crunchy armored guards have mistaken Jet for a very large spoon.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- MIDNIGHT DELIVERY
Bean There, Fled That
A bean delivery never made it home. Follow the rattling cans and dodge the burrito sentries.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- MIDNIGHT DELIVERY
The First Fresh-Air Signal
A hilltop fan can vent the whole valley. First Jet must wrest its crank from a very loud guardian.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- OPEN EVERY WINDOW
Return to the Deep Freeze
The second shift brings faster packs and jumping slimes. Recover the motor without becoming a frozen dessert.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- OPEN EVERY WINDOW
Underflow Uprising
Rat scouts and spore throwers now work together. Time your jumps between their warnings.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- OPEN EVERY WINDOW
The Last Bowl Battalion
Armored cereal crabs guard the mill belt. Jump behind their shields and punch during the opening.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- OPEN EVERY WINDOW
Burrito Reactor Meltdown
The cannery’s final batch has become sentient. Break the sentry line and claim the pressure valve.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- OPEN EVERY WINDOW
Open Every Window
All roads lead to the tower. Finish the machine, clear the valley, and get Jet home before breakfast.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- MOTOR CITY AFTER DARK
Eight Mile: Air Quality Advisory
Detroit’s midnight rooftops offer one clear route above the traffic. A masked mic-wielding rival guards the overpass.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- MOTOR CITY AFTER DARK
The Last Drive-In Double Feature
The screen says intermission. The tire gremlins say run. Climb the projection towers while Chop supplies the special effects.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- MOTOR CITY AFTER DARK
Scrapyard Symphony
Stacked wrecks form a staircase to the crane. Metal guardians keep time with a chorus of very unfortunate exhaust pipes.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- MOTOR CITY AFTER DARK
Harbor of the Headwind
A Lake Michigan squall lashes the dock towers. Follow the lit cargo platforms above the mist and the restless flock.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
- MOTOR CITY AFTER DARK
Carnival of Questionable Air
The midway’s highest rigging hides the final fan switch. Take the high route through balloon imps and a closing-night stampede.
Story clue not recoveredExplore the upper platforms and finish the stage to recover this journal entry.
Environment monster field guide
Each environment has its own roster. Chickens stay in barns; ghosts, crypt goblins, and gas imps haunt graveyards. Watch the glowing charge, then dodge the shot or use solid cover.
Moss-antler Druid · Lakeside woods. Raises its antlers before sending three seed darts at different heights. Jump after the cast warning.
Corn-stalk Witch · Barn. Charges a golden kernel, then lobs it over cover. Move clear of its landing spot.
Kettle Geist · House. Hovers and rattles before releasing three rising steam bolts. Stay below the fan or dash clear.
Bone Lantern Mage · Graveyard. Its lantern charges two skulls aimed at your old height. Move after the warning.
Cotton-candy Gremlin · Carnival. Winds up a pink candy fan, then hops. Jump or dodge the spreading sugar shots.
Root-tusk Boar · Lakeside woods. Snorts before rushing along the ground. Jump after the warning.
Hay Hexer · Barn. Its lantern gathers gold sparks before firing a low straw dart. Jump or dash through the dart.
Dust-box Mimic · House. The lid shakes before it springs forward. Step back, then punch when it lands.
Crypt Goblin · Graveyard. A spectral skull gathers over its hand. It aims once, so change height after the warning.
Freezer Wraith · Ice-cream factory. Frost forms around its wand before an icy shard launches. Stay moving and punch it as it dips.
Midway Jester · Carnival. A glowing fuse warns of a lobbed firecracker. Move out from under the arc.
Copper-fin Eel · Harbor / Sewer. Gathers water around its fins before firing a splash bolt. Jump or dodge the low shot.
Cannery Brute · Bean cannery. Lifts its heavy can body, then bounds forward. Jump or dodge after the warning.
Scoop slimes leap in an arc. Punch while they descend or dodge underneath.
Cruncher crabs block low punches while guarding. Jump and punch, or wait for the OPEN warning.
Drain rats pause, flash a rush warning, then sprint. Jump after the warning.
Burrito sentries wind up before firing a low bean shot. Jump the shot and close the distance.
Spark moths hover, flash DIVE, then swoop toward your last position. Step aside and punch them low.
Tire gremlins warn before a bouncing roll. Jump over the rush or dodge through.
Magnet golems guard low punches, then send sparks along their platform. Jump the pulse and attack while OPEN.
Gas balloon imps follow high routes and drop marked gas bombs. Keep moving beneath them.
Barnyard roosters wind up, then leap forward with a fast peck. Dodge after the warning.
Guardian field guide · 54 unique bosses · 18 flyers
Every map guardian has its own illustrated silhouette and three-attack sequence. Glowing seals announce casts; circles on the floor mark landing zones. Flying guardians descend during OPENING so you can reach them without special gear. Jump beams and ground waves, move away from marked rain and traps, and watch returning shots on both passes.
Thorncrown Stag · Lakeside woods · Ground guardian. rush — jump or dash! · spread shots — find a gap! · rain — move off the marks!.
Gloamwing Owl · Lakeside woods · Flying guardian. returning shots — dodge both passes! · slam — jump the ripple! · air rush — stay low or dash.
Haywire Harvester · Barn · Ground guardian. rush — jump or dash! · arc shots — watch the landing! · ground waves — jump!.
Colonel Cluck · Barn · Ground guardian. bouncing shots — watch their height! · rain — move off the marks! · rush — jump or dash!.
The Wardrobe Warden · House · Ground guardian. low beam — jump above it! · traps — move off the marks! · returning shots — dodge both passes!.
Madame Chandelier · House · Flying guardian. spiral — keep moving! · high flames — stay low! · low beam — jump above it!.
The Ossuary Charger · Graveyard · Ground guardian. crossfire — change height! · rain — move off the marks! · scissor shots — stay between them!.
Nocturne, Bat King · Graveyard · Flying guardian. spread shots — find a gap! · geysers — leave the marks! · crossfire — change height!.
Brackish Coil · Lakeside woods · Ground guardian. dive — move from the landing mark! · spread shots — find a gap! · returning shots — dodge both passes!.
The Bellows Bull · Barn · Ground guardian. slam — jump the ripple! · arc shots — watch the landing! · bouncing shots — watch their height!.
Lanternmoth Monarch · Lakeside woods · Flying guardian. air rush — stay low or dash · spread shots — find a gap! · returning shots — dodge both passes!.
Bramble Widow · Lakeside woods · Ground guardian. returning shots — dodge both passes! · dive — move from the landing mark! · rush — jump or dash!.
The Carrion Bell · Graveyard · Flying guardian. dive — move from the landing mark! · rain — move off the marks! · spread shots — find a gap!.
Mistraw, Hex of the Hayloft · Barn · Ground guardian. rush — jump or dash! · arc shots — watch the landing! · bouncing shots — watch their height!.
The Pendulum Grudge · House · Ground guardian. dive — move from the landing mark! · traps — move off the marks! · spiral — keep moving!.
Pallbearer Wraith · Graveyard · Flying guardian. crossfire — change height! · rain — move off the marks! · spread shots — find a gap!.
Troughjaw Hog · Barn · Ground guardian. bouncing shots — watch their height! · slam — jump the ripple! · rush — jump or dash!.
Roofbeam Gargoyle · House · Flying guardian. low beam — jump above it! · traps — move off the marks! · spiral — keep moving!.
Sepulcher Scorpion · Graveyard · Ground guardian. spread shots — find a gap! · dive — move from the landing mark! · crossfire — change height!.
Broadback, Bridge Keeper · Lakeside woods · Ground guardian. dive — move from the landing mark! · spread shots — find a gap! · slam — jump the ripple!.
Dawnroot Colossus · Lakeside woods · Ground guardian. rush — jump or dash! · spread shots — find a gap! · slam — jump the ripple!.
Apple-Rot Wasp Queen · Lakeside woods · Flying guardian. slam — jump the ripple! · dive — move from the landing mark! · air rush — stay low or dash.
Millstone Ram · Barn · Ground guardian. slam — jump the ripple! · arc shots — watch the landing! · rain — move off the marks!.
The Vacuum Viper · House · Ground guardian. spiral — keep moving! · dive — move from the landing mark! · low beam — jump above it!.
The Mourning Angel · Graveyard · Flying guardian. dive — move from the landing mark! · rain — move off the marks! · geysers — leave the marks!.
Morel, Bog Emperor · Lakeside woods · Ground guardian. slam — jump the ripple! · rain — move off the marks! · returning shots — dodge both passes!.
Weathercock Wyvern · Barn · Flying guardian. air rush — stay low or dash · arc shots — watch the landing! · rain — move off the marks!.
The Breakfast Abomination · House · Ground guardian. dive — move from the landing mark! · traps — move off the marks! · high flames — stay low!.
Copperback Badger · Lakeside woods · Ground guardian. rush — jump or dash! · spread shots — find a gap! · dive — move from the landing mark!.
The Granary Goliath · Barn · Ground guardian. rain — move off the marks! · slam — jump the ripple! · rush — jump or dash!.
The Quilt Hydra · House · Ground guardian. low beam — jump above it! · traps — move off the marks! · high flames — stay low!.
Belfry Banshee · Graveyard · Flying guardian. crossfire — change height! · rain — move off the marks! · geysers — leave the marks!.
Pinecone Panzer · Lakeside woods · Ground guardian. rain — move off the marks! · returning shots — dodge both passes! · spread shots — find a gap!.
Mossjaw, Reedbank Keeper · Lakeside woods · Ground guardian. dive — move from the landing mark! · rain — move off the marks! · returning shots — dodge both passes!.
Haywire, Millbreaker · Barn · Ground guardian. rain — move off the marks! · ground waves — jump! · bouncing shots — watch their height!.
Wick, Candle Hoarder · House · Ground guardian. high flames — stay low! · dive — move from the landing mark! · low beam — jump above it!.
The Ossuary Ferryman · Graveyard · Flying guardian. geysers — leave the marks! · dive — move from the landing mark! · crossfire — change height!.
Mossjaw, Dawnroot · Lakeside woods · Ground guardian. rush — jump or dash! · rain — move off the marks! · returning shots — dodge both passes!.
Wick, The Last Shutter · House · Flying guardian. high flames — stay low! · returning shots — dodge both passes! · spiral — keep moving!.
The Sundae Undertaker · Ice-cream factory · Ground guardian. hail — move between the shards! · bouncing shots — watch their height! · geysers — leave the marks!.
Ratchet, Drain Warden · Sewer · Ground guardian. geysers — leave the marks! · arc shots — watch the landing! · traps — move off the marks!.
Captain Carapace · Cereal mill · Ground guardian. bouncing shots — watch their height! · rush — jump or dash! · spread shots — find a gap!.
Brother Refried · Bean cannery · Ground guardian. arc shots — watch the landing! · meteors — clear the marks! · traps — move off the marks!.
The Broadcast Belcher · Radio tower · Flying guardian. low beam — jump above it! · spiral — keep moving! · dive — move from the landing mark!.
Scoopzilla, Double Churn · Ice-cream factory · Ground guardian. geysers — leave the marks! · scissor shots — stay between them! · bouncing shots — watch their height!.
Ratchet, King of the Runoff · Sewer · Ground guardian. traps — move off the marks! · crossfire — change height! · arc shots — watch the landing!.
Admiral Crunchclaw · Cereal mill · Flying guardian. spread shots — find a gap! · slam — jump the ripple! · air rush — stay low or dash.
The Refried Reverend · Bean cannery · Ground guardian. traps — move off the marks! · high flames — stay low! · meteors — clear the marks!.
Chancellor of the Last Fart · Radio tower · Flying guardian. dive — move from the landing mark! · crossfire — change height! · spiral — keep moving!.
The Eight Mile Masked Menace · Detroit rooftops · Ground guardian. returning shots — dodge both passes! · low beam — jump above it! · rush — jump or dash!.
The Projectionist of Doom · Drive-in · Ground guardian. crossfire — change height! · meteors — clear the marks! · low beam — jump above it!.
Magnetar, Foreman of Scrap · Scrapyard · Ground guardian. traps — move off the marks! · returning shots — dodge both passes! · slam — jump the ripple!.
Admiral Bad Breeze · Harbor · Flying guardian. geysers — leave the marks! · dive — move from the landing mark! · rain — move off the marks!.
Ringmaster Rancid · Carnival · Flying guardian. spiral — keep moving! · bouncing shots — watch their height! · meteors — clear the marks!.
How to play
Walk right and jump into the glowing doorway to enter a boss arena. Lit cream edges mark real solid obstacles and landing surfaces. Background objects move more slowly and sit behind the route. Every stage is another 20% longer, with more jumping obstacles and broad, staggered platforms. Woods have logs and stumps; barns have hay crates; houses have broken furniture; graveyards have rubble, broken gravestones and bones. One or two gold boxes appear at random positions farther along each route. Bump one from below for a random buff that lasts through the boss fight. Health and buffs appear at the top-left of the playfield; Jet stays his normal size. Cinnamon cereal clears stink and gives 75 points. Bean burritos clear stink, restore one health, and give 200 points. The doorway restores up to two health before the fight. Mini-bosses now take six to eight hits, and major guardians take ten to thirteen. Each map keeps its own guardian and difficulty when shuffled. Every map has a visually distinct guardian with its own three-attack sequence. Flying bosses hover, cast from the air, and descend for a punchable recovery. Watch ground marks for dives, rain, traps and geysers; beams, returning shots, bouncing projectiles and spreading spell fans each need a different dodge. Jet’s reach scales to the map’s challenge. Each connecting punch removes one boss health pip; range and jumping buffs still help. Watch the attack warning, jump over charges and low shockwaves, stay below high flames, then punch during an opening. Boss victories earn 1,000 points, or 2,000 for a major boss.
Punch ghosts and swooping bats. Bark-armored stump monsters take three hits and warn before charging; dodge or jump out of their way. A full stink meter costs one health. During night and graveyard stages, Chop takes one or two longer bathroom breaks: he squats, leaves a pile, and farts twice. Keep your boots clean. Changing windows automatically pauses your game and music. Music and sound effects start enabled when you press Play; fart sounds start muted. Use the top buttons to mute music, farts, or effects separately; the speaker mutes everything and restores your channel choices when tapped again. Game volume controls all audio. All music-enabled GameStash pages also offer the shared 8-bit / Chiptune collection beside the volume controls. Selecting an 8-bit song replaces the current music while leaving effects alone. Music volume independently ranges from 0% (silent) to 200%, with 100% preserving the original level. Raise both sliders for the loudest music; lowering music leaves effects unchanged.
Keyboard: arrows or A/D to move, Space/W/↑ to jump, J to punch, Shift/K to dodge, P to pause. Mouse: left click the playfield to punch, right click to dodge. Phone and tablet: hold movement and tap the action buttons together.
Your shuffled route, next-stage checkpoint, best score, gear unlocks, crafted gear, salvage, and recovered journal entries stay on this device. Gear has four ranks and four equipment slots. Combo kills within six seconds add score; getting hit breaks the combo. The fifteen expansion maps introduce ten locations and fifteen collectible clues, mixed throughout every walk. Twenty-five monster types belong to fourteen environments. Barnyard chickens and hay hexers stay in barns; ghosts, crypt goblins, and flying gas imps haunt graveyards. Root-tusk boars patrol the woods, dust-box mimics hide indoors, freezer wraiths guard the ice-cream factory, copper-fin eels prowl sewers and docks, cannery brutes defend the beans, and midway jesters haunt the carnival. Casters show a glowing charge before firing. Spectral skulls, straw darts, ice shards, sparks, gas orbs, bean bolts, splash bolts, and lobbed firecrackers leave animated trails and burst on impact. Solid obstacles block these shots. Move or change height after the warning; firecrackers arc downward. Reduced effects simplify the spell motion. Five more casters have four illustrated animation poses: moss-antler druids fire seed fans in the woods; corn-stalk witches lob kernels in barns; kettle geists fire rising steam in houses; bone lantern mages launch paired skulls in graveyards; cotton-candy gremlins fire spreading sugar shots at the carnival. Every stage reshuffles its obstacle groups, widths, heights, facing, ledges, and climbing routes. Pits have been replaced with solid objects belonging to that environment. Fourteen additional obstacle designs add tangled roots, toppled wheelbarrows, broken furniture, crypt rubble, industrial machinery, dock cargo, and carnival carts. Every stage has taller climbing routes and denser enemy patrols. Upper ledges carry extra food and story clues. The top-left health and buff panel stays visible while the camera climbs. Gear changes apply at your next stage or retry. The optional Death Metal Escape album has twenty full vocal songs and is never selected automatically. It continues songs across stage changes and advances through its playlist. Every new walk shuffles all 54 maps without replacement. At least two different settings separate returns to the same environment, including day and night variants. Continue restores the same route and score at the start of the next unfinished map. Retry keeps that map and restores its starting score. Gear unlocks follow unique maps cleared, and existing unlocks stay available.
All 54 maps · shuffled during play
- Pine TroubleA quiet walk. A very loud dog.
- Lake EffectWatch the shoreline. Jump before the edge.
- Big Red BarnSomeone really should open a door.
- Hay FeverThose chickens have backup.
- House ArrestIndoor air quality: questionable.
- Lights OutChop needs a bathroom break. Of course he does.
- Grave MistakeEven the dead want some fresh air.
- Midnight BorkBats above. Brambles below.
- Back to the LakeThe dark water is not a shortcut.
- The Great AiringClear the barn. Bring your best punch.
- Lantern LakeSix more night walks. Chop packed zero manners.
- Bramble BlackoutWatch the roots. Listen for the wings.
- Tombstone TangleThe graveyard has a new fertilizer supplier.
- Barnyard WitchingThe hay hexer has claimed right of way. Apparently.
- Crooked HallNo indoor plumbing. No problem for Chop.
- Last Bark Before DawnOne final leap. The crypt door is waiting.
- Brick by BrickThe construction crew left you a very obvious way up.
- Scaffold ShuffleRooftop routes. Glowing ledges. Terrible ventilation.
- Moonlit MasonryAncient bricks. Modern gas. Watch each landing.
- The Long SpanA bridge worth crossing. A dog worth walking faster than.
- Fresh Air ForeverOne last sunrise. One excellent jump. One absolutely unapologetic dog.
- The Orchard DetourThe orchard keeper traded directions for one promise: keep Chop outside.
- Lantern Barn ExpressThe last feed delivery needs a runner. Jet volunteered before he met the atmosphere.
- The Night ShiftEvery open window is a checkpoint in the neighborhood’s unofficial ventilation plan.
- Graveyard Garden PartyThe caretaker says the ghosts want a quiet night. Chop offers another opinion.
- The Long Way RoundA fallen bridge sends the walk through roots, reeds, and a regrettable shortcut.
- Windows Wide OpenThe neighborhood opens its shutters together. The fresh air is finally catching up.
- Home Before BreakfastBreakfast waits beyond the hill. Jet earns the first plate; Chop gets the outdoor seat.
- The Copper VentworksThe old foundry’s vents lead home. Jet must open them before Chop does.
- The Flooded OrchardStormwater hid the low road. Follow the raised masonry to the rescued gardeners.
- The Longest Night ShiftThe workers share a lantern at every landing. Nobody finishes the night alone.
- The Bell Tower SprintA warning bell jammed above the graveyard. Reach the tower before the delivery arrives.
- Breakfast at the Last WindowAll the neighborhood has come to see the finish. Chop, unfortunately, brought an encore.
- The Reedbank RescueJet follows a missing dockworker’s lamp. Chop follows the lunch in its handle. Both trails lead through the flooded timber yard.
- Haywire’s Copper MillThe mill has begun grinding without a keeper. Jet must shut the wheel before the feed sacks reach the river.
- The House of Borrowed CandlesEach household lent one candle to guide a stranded family. Wick wants them all burning behind one locked door.
- The Ossuary FerryA caretaker’s boat is caught beneath the old causeway. The dead insist it is a monument; its living owner needs a ride home.
- Roots Beneath the DawnThe orchard roots split the last road. Jet takes the high trail while Chop provides deeply unwanted ground cover.
- The Last Fresh-Air PromiseEvery rescued neighbor opens a window. Wick tries to close the final one; Jet has a hammer, a dog, and a very specific objection.
- Cold Scoop, Hot PursuitJet follows a trail of melted ice cream to the closed dairy. Someone has been feeding Chop after midnight.
- Drain ExpectationsThe dairy drain empties beneath town. Masked rats patrol the dry ledges above the green water.
- Captain Crunchers: Night ShiftThe cereal mill is still running. Its crunchy armored guards have mistaken Jet for a very large spoon.
- Bean There, Fled ThatA bean delivery never made it home. Follow the rattling cans and dodge the burrito sentries.
- The First Fresh-Air SignalA hilltop fan can vent the whole valley. First Jet must wrest its crank from a very loud guardian.
- Return to the Deep FreezeThe second shift brings faster packs and jumping slimes. Recover the motor without becoming a frozen dessert.
- Underflow UprisingRat scouts and spore throwers now work together. Time your jumps between their warnings.
- The Last Bowl BattalionArmored cereal crabs guard the mill belt. Jump behind their shields and punch during the opening.
- Burrito Reactor MeltdownThe cannery’s final batch has become sentient. Break the sentry line and claim the pressure valve.
- Open Every WindowAll roads lead to the tower. Finish the machine, clear the valley, and get Jet home before breakfast.
- Eight Mile: Air Quality AdvisoryDetroit’s midnight rooftops offer one clear route above the traffic. A masked mic-wielding rival guards the overpass.
- The Last Drive-In Double FeatureThe screen says intermission. The tire gremlins say run. Climb the projection towers while Chop supplies the special effects.
- Scrapyard SymphonyStacked wrecks form a staircase to the crane. Metal guardians keep time with a chorus of very unfortunate exhaust pipes.
- Harbor of the HeadwindA Lake Michigan squall lashes the dock towers. Follow the lit cargo platforms above the mist and the restless flock.
- Carnival of Questionable AirThe midway’s highest rigging hides the final fan switch. Take the high route through balloon imps and a closing-night stampede.
Cast & credits
Jet · Lumberjack, reluctant ghost brawler, fresh-air enthusiast.
Chop · Loyal companion, afraid of the dark, absolutely no filter.
Original GameStash comic artwork and stage music, Jet’s actual uploaded voice, recorded Chop barks, and seven fart clips from the supplied sound recording. New comic quips are text-only until recorded.
Rank 1 · 0/54 stages recorded
Record a stage by clearing it. Each three unique clears earns a mastery rank; repeat clears keep your record without awarding extra ranks. Mastery ranks and codex keepsakes are commemorative. Your game’s score, equipment and checkpoint use their existing saves.
New chapter codex · six keepsakes & field notes
Dockworker’s Filter
The saved worker stitched a fresh-air filter from an unused sail.
The Reedbank Rescue · Cross raised ledges and read Mossjaw’s charge warning.
Guardian: Mossjaw, Reedbank Keeper
Copper Mill Token
A token the millers give anyone who returns borrowed tools.
Haywire’s Copper Mill · The mill guardian alternates charges and ground waves.
Guardian: Haywire, Millbreaker
Shared Candle Case
Six compartments keep six households’ candle marks separate.
The House of Borrowed Candles · Duck high embers, then use the recovery opening.
Guardian: Wick, Candle Hoarder
Ferry Bell
A small bell with the names of both banks scratched inside.
The Ossuary Ferry · Climb the arena platforms above the double wave.
Guardian: The Ossuary Ferryman
Orchard Spring Buckle
A gardener fashioned this keepsake from the gate Jet reopened.
Roots Beneath the Dawn · Cross the longest root trail and save a dash for the guardian.
Guardian: Mossjaw, Dawnroot
Open Window Medal
The neighborhood engraved it: fresh air belongs to everybody.
The Last Fresh-Air Promise · A major guardian cycles charge, wave and high embers.
Guardian: Wick, The Last Shutter
These new records start with this update. Earlier checkpoints remain available; their past clears are not inferred or overwritten.