Stamina regenerates after a 2-second delay. Hit zero and you can't sprint at all, forced to walk while it recovers. Manage it carefully. Running dry near Fluff is a death sentence.
Fluff spawns the moment you pick up your first bone. He patrols the estate, checks hiding spots, and guards uncollected bones. He can see you, hear you, and he's learning.
Fluff gets faster with every bone you collect. By the time you have 14, his chase speed exceeds your sprint speed. The endgame is a race you cannot win on open ground.
Press F to bark. Fluff will sprint to the sound. Use this to lure him away from bones you need, but he learns. After three fakeouts, he starts ignoring distant barks. Use them wisely.
If you eat 2 or more rats, Jamie spawns. He is nearly twice your sprint speed. He uses pathfinding. He does not stop. He does not lose interest. He does not give up. If he gets stuck, he clips through walls.
There is no counter to Jamie. No power-up saves you. No hiding spot is safe for long. Triggering Jamie is essentially a death sentence.
A hidden button on the edge of the map calls in a tank. It drives straight across the estate and eliminates Fluff permanently. No more stalking, no more chasing. He's gone.
Then the tank turns on you.
After 100 seconds the tank enrages. It goes from slow to instant death. There is no outrunning an enraged tank. Finish the game before the clock runs out.
Because the highest ranks require it. Calling the tank and surviving long enough to collect every bone is the only path to S rank and beyond. Risk and reward.
Sometimes, something appears. You can't trigger it. You can't predict it. It won't kill you in-game. No promises about real life.
Rotherham is a compact open world. A fenced-in council estate with narrow alleyways, terraced houses, and just enough cover to survive if you're smart about it.
The bakery at the centre of town. Locked until you collect 14 bones, at which point the final gold bone appears inside. Getting in means getting past whatever is between you and the door.
Where he spawns. He leaves through the front door after a 2-second delay with a 4-second window where he phases through walls. Don't be nearby.
Narrow gaps between terraced houses. Fluff's sluggish turning makes these your best friend during a chase. Cut corners tight.
Open ground near the west side. The swings still move. Fluff patrols here. Bones sometimes spawn nearby. High risk, high reward.
South-west of the map. Another patrol point for Fluff. Check it early before he starts guarding the area.
Spread across the map edges. Bones can spawn near these. Fluff checks them during his patrol routes.
Rotherham has more going on than bones and terror. Not everything wants to kill you. Explore carefully and you might find a few surprises.
He doesn't want to hurt you, but he doesn't really help either. He's fast, he's enthusiastic, and he has a gift for you. You can bark to scare him off if he's getting too close. He never gets tired of visiting.
Press it and Fluff's reign of terror ends permanently. But taking the easy way out leaves a mark on your record. The game remembers.
What it opens, nobody knows. But finding it proves you looked in places most players never will.
The estate rewards those who are thorough. Your ending stats track more than just bones and time. How much of Rotherham did you really see?
On winning, you're graded based on your time and completion. The game tracks your best time and best rank between sessions.
There are rumours of a rank beyond S. What it requires is classified. Only the most thorough players will find it.