Skulk

You're the thief. Slip past guards, robots, cameras, and laser grids — grab the loot and vanish.

Move: Arrow keys   Wait: Space
Rock (Q): click tile to divert guard   Smoke (E): blocks nearby vision
Freeze (R): stops nearest guard   Goal: Steal the glowing treasure unseen.

Loot Secured!

Game Over

0
·
Rock (Q)
Smoke (E)
Freeze (R)

How to Play Skulk

Skulk is a top-down heist puzzle where every move counts. You play a master thief working through four secured locations, each patrolled by human guards with flashlights, tracked robots with red scanners, and swivelling security cameras. Your job is to cross the floor from your entry point to the glowing treasure — the gold chest under the beacon of light with the bobbing marker above it — and steal it without ever stepping inside a vision beam.

Guards march back and forth along fixed patrol routes. They take one step every 600 milliseconds, giving you time to watch the pattern and find gaps. The key skill in Skulk is patience — moving too quickly into a corridor before a guard has turned away is the most common mistake. Wait for the cone to sweep past, then advance.

Six levels make up each location, scaling from a gentle introduction with a single patroller and wide corridors to dense multi-guard gauntlets, serpentine wall mazes, and split-corridor depots where patrol routes overlap. Each level gives you a countdown timer: finishing quickly earns a time bonus of ten points per second left on the clock, so speed is rewarded — but not at the cost of racking up alert penalties. Every layout in the game has been balance-tested to be clearable with zero alerts and no gadget use, so a perfect ghost run is always on the table.

The Rock gadget is your primary tool. Select it with Q (or the Rock button on mobile), then tap any tile on the grid to throw the stone there. The nearest guard within range will abandon their patrol and walk to investigate the noise, giving you a window to slip past. Rocks are limited per level, so use them on genuine chokepoints rather than as panic buttons.

Getting caught does not end the level — it sets you back to the starting tile with the timer still running and docks 150 points from your run total. With skill, a player who gets spotted once can still post a competitive score if they finish quickly enough. The goal on the leaderboard is to clear all twenty-four floors with zero alerts and maximum time bonuses.

Skulk spans four heist locations of six levels each — twenty-four floors in all — and every one has its own look: The Vault (sandstone brick and torch-gold light), The Warehouse (timber crates and amber lamps), The Rooftop (steel panels under a night sky), and The Server Room (neon teal racks with blinking status lights). Each location escalates the security stack — more guards, more robots, more cameras — and from The Rooftop onward, corridors are crossed by timed laser grids that pulse on and off. An amber dotted line telegraphs that a beam is about to fire; while it burns red, stepping through it raises the alarm just like a guard spotting you. Lasers can't be smoked, frozen, or diverted — you beat them by reading the rhythm and crossing in the off window. The final location demands coordinating all three gadgets plus laser timing across six increasingly cramped floors.

The Smoke gadget (E + click target tile) deploys a cloud that blocks every guard's vision cone within two tiles of the smoke for eight seconds. It does not move or follow you — place it between yourself and the guard before crossing a corridor, then move quickly while the cloud is active. The cloud renders as a translucent blue haze on the grid.

The Freeze gadget (R + click target tile) temporarily stops the guard nearest to your target tile for six seconds — roughly ten guard steps. A frozen guard's cone remains in the direction they were facing when frozen, so the cone does not disappear, it simply stops rotating. Use Freeze to lock a Sweeper or Sentinel at a safe angle while you pass behind them.

Strategy Tips

Watch the guard's patrol turn-around points before making any move. Patrollers reverse direction at their path endpoints, and the brief moment of reversal is your safest window to cross a corridor — the cone swings away from you as the guard turns. Count the guard's steps: a World 1 patroller on a 10-tile path takes about 6 seconds to traverse it. You can memorize this rhythm and predict exactly when the cone clears your crossing point.

Use the "wait" action (Space) liberally. Skulk rewards patience over speed. Waiting for a guard to reach the far end of their patrol before advancing costs you a few seconds on the timer but saves you a 150-point alert penalty, which is worth 15 seconds of bonus. Unless you are a few seconds from the level time limit, waiting is almost always the correct play.

Pick up Rock gadgets from the floor even if you don't plan to use them immediately. Rocks carried from one level carry no benefit to the next — each level resets your supply — but picking up a floor rock mid-level gives you a backup option for a chokepoint you haven't reached yet. Plan your rock throws to pull guards away from corridors that intersect with your exit path, not corridors you've already passed through.

On Level 3 with three guards, map out the guard territories mentally before moving: the leftmost guard covers the upper-left quadrant, the middle guard patrols the central rows, and the rightmost guard sweeps the upper-right approach to the exit. The main challenge is navigating the short window when the central guard's cone sweeps left — that's when you should cross the mid-corridor to reach the right side.

Frequently Asked Questions

How do vision cones work in Skulk?

Every enemy projects a vision cone in the direction it faces: human guards sweep a warm flashlight beam, patrol robots scan with a wide red fan, and security cameras rotate a red surveillance arc. The cone extends four tiles ahead. If your tile falls inside a cone at any point — including mid-step — you are detected. Enemies rotate their cone as they change facing, so a guard turning a corner instantly exposes a new danger zone. The glowing beam on screen always shows the live danger area.

How do laser grids work in Skulk?

From The Rooftop onward, corridors are crossed by security laser beams that switch on and off in a fixed rhythm. An amber dotted line warns you a beam is about to fire; while the beam glows red, stepping on any tile it crosses triggers an alert exactly like being spotted by a guard. Watch one full cycle to learn the timing, then cross during the off window. Lasers cannot be diverted, smoked, or frozen — timing is the only way through.

What does the Rock gadget do?

The Rock gadget lets you throw a stone to any tile. When it lands, the nearest guard within range hears the noise, leaves their patrol route, and walks to the rock's landing tile. They linger there briefly before returning to their patrol. This creates a window to pass through an otherwise blocked corridor. Your rock supply is shown in the HUD — pick up floor rocks to restock mid-level.

How is the score calculated?

Each level cleared earns 1,000 base points plus 10 points for every second remaining on the level timer. Every alert event (being spotted by a guard) deducts 150 points from your cumulative run total. Your final score is the sum of all level points minus all alert penalties. The leaderboard ranks players by this final total, so a clean no-alert run with fast times is the path to the top.

What happens when a guard detects me?

The screen flashes red to signal detection. Your character is immediately returned to the level's starting tile, but the timer continues counting down. One alert event is registered (visible in the HUD), and 150 points will be deducted from your final score. The level is not over — you can still reach the exit and complete the stage. Guards resume their patrol routes after the alert resolves.

What does the Smoke gadget do?

Pressing E selects the Smoke gadget. Click any tile on the grid to deploy a smoke cloud at that position. For eight seconds, any guard within two tiles of the cloud has their vision cone blocked entirely — they cannot detect you even if you step into where their cone would normally reach. The cloud shows as a fading blue haze. Use it to cover a crossing point before you move.

What does the Freeze gadget do?

Pressing R selects the Freeze gadget. Click any tile and the nearest guard to that tile is frozen for six seconds (approximately ten guard steps). A frozen guard stops moving entirely, and their vision cone stays locked at the angle they were facing when frozen. Use this to lock a Sweeper or Sentinel at a safe angle so you can pass through their coverage zone unchallenged. The frozen guard renders in blue to signal their state.