Mottle GuidePlay

Mottle game rules

Survive each round’s Seek timer without the Alert meter reaching 100%. Fireflies give points, clearing a round gives more, and you have three lives. Below is every rule, with the exact numbers the game uses. We read them from the game’s own published code, so they’re not guesses.

The goal

Mottle is an endless survival game. There’s no final level: each round you clear makes the next one harder, and the run ends when you’ve been spotted three times. Your result is a single number, your score, plus how many rounds you reached.

Round structure

Scoring

SourcePointsNotes
Firefly10Run within reach of one to collect it. 4 per round at first, one more each round, max 9.
Round Clear100 × roundRound 1 pays 100, round 5 pays 500, round 10 pays 1,000.

There are no combos, multipliers or time-survived points. That makes the maths simple and a little surprising: in round 1, all four fireflies are worth 40 points while surviving is worth 100. By round 6, nine fireflies are worth 90 and surviving is worth 600. Fireflies are a tip; the round bonus is the wage.

One more rule worth knowing: your score is kept when you’re caught, and the fireflies reappear in the same places when the round restarts. So a round you fail once can pay out its fireflies twice.

Camo and visibility

Desktop view: the creature fully blended on a green stone, Camo 100%, Alert 0%, hint Hidden — stay still
Camo at 100% on desktop. The meters sit on the right, the counters on the left.

The Alert meter

Alert only rises while at least one Seeker’s cone covers you and you’re more than 10% visible. Its speed depends on how visible you are and how many cones see you at once:

Cones on youKeep running: spotted afterStop once it’s on you: Alert cost
1≈ 1.8 s≈ 21%
2≈ 1.3 s≈ 31%
3≈ 1.0 s≈ 40%
4≈ 0.8 s≈ 50%

Starting from 0% Alert. The second column is why letting go late still hurts: the cone is already on you during the 0.7 seconds it takes to blend. Try other situations in the Alert lab on the tips page.

Seekers and their light cones

How each round gets harder

Slide through the rounds to see what the game sets up for you.

Round planner

Round 1

Seekers
1
Seek timer
13 s
+3 s “Hide!” before it
Fireflies
4
40 pts if you take all
Clear bonus
+100
for surviving the timer
Seeker patrol speed
32%
of your running speed
Seeker chase speed
46%
still slower than you
Cone reach
30%
of the arena’s width
Best total so far
140
every firefly, no catches
RoundSeekersSeek timeFirefliesClear bonusMax total
1113 s4+100140
2215 s5+200390
3217 s6+300750
4319 s7+4001,220
5321 s8+5001,800
6423 s9+6002,490
7425 s9+7003,280
8426 s9+8004,170
10426 s9+1,0006,250
13+426 s9+1,30010,120

“Max total” is the most you can have after clearing that round if you take every firefly and never get caught. By round 11 Seekers reach their top speed, and by round 13 their cones reach their full length; after that the game stays at the same difficulty, but each round still pays more.

Lives, game over and your best score

You get 3 lives per run and no way to earn more. When the last one goes, the “Caught Out” card shows your score, your best, and the round you reached, with a “New Best!” badge when you beat it. Your best score is saved in your browser, so it survives a reload but not a different device. When you play on 8x.gg while signed in, the game also sends your best score to the platform.

Ready to put this to use? Read the strategy guide or jump into a run.