B.R.O.S.
The maze arena from above at dusk: dozens of walled corridors folding back on themselves, one small blue figure standing in one of them.

FREE BROWSER DEMO — PLAYABLE NOW

B.R.O.S.

Beat Routes. Own Streets.

Find your BRO before the other team does.

Four people. One maze. Nobody is told where anybody is. You track your partner by what they leave behind — while a rival pair does exactly the same thing, looking for each other.

No account, no download. One match, four to six minutes, in the browser.

  • Desktop browser
  • 4-6 minute matches
  • Headphones recommended
  • Demo is free

THE PREMISE

You are alone, but you know your bro is somewhere nearby.

You and your BRO were separated in the same district. So were the other two. Neither pair knows where the other half is, and only one pair can reunite first.

There is no health bar, no weapon and no way to lose a fight, because there are no fights. The only thing you can take from the other pair is time.

Information is the resource. Everything else is scenery.
Third-person view down a narrow maze corridor, low afternoon sun raking across the wall.

HOW A MATCH GOES

Separated, tracking, interfering, reunited.

Roughly five minutes, in four beats. The demo teaches all of it while you walk — there is no separate tutorial level.

  1. Separated

    Four corners of a 172-metre maze, two to a team. The opening seconds hand you one bearing and one live distance, and then take them away again.

  2. Track the traces

    Spray marks on the ground, footsteps, a whistle that answers from wherever your bro actually is. Sound is direction here — that is why headphones are worth it.

  3. Slow them down

    Rivals cannot be fought, only delayed. Put one to sleep where they stand, or cut them to a crawl, and spend the seconds you just bought.

  4. Reunite

    Reach your bro before the red pair reach each other. Winning and losing end on the same screen, and both of them tell you the route you took.

THE CAST

Pick who you play.

Four in the arena, two to a team. You take one of them; the other three fill in as AI — including your bro, who is looking for you just as hard.

  • BLUE TEAM You, by default Your BRO
  • RED TEAM Rival pair

Picking a character picks your team and the corner you start in.

The demo opening screen: the B.R.O.S. wordmark over four character tiles, two edged blue and two edged red.

WHAT YOU CARRY

Five things to spend, three to pick up.

Everything is collected the same way — you walk over it. There is no pick-up key. What happens next is where they differ.

YOU PRESS A NUMBER TO SPEND THESE

  • SLEEP Stops a rival where they stand.
  • SLOW Cuts a rival to a crawl.
  • CALL Your bro answers out loud, from where they are.
  • COMPASS Lights the dial with their bearing, briefly.
  • RANGE Counts the metres between you, live.

The first two are used at a rival: close the distance, keep a clear line of sight, and hold the key. The last three are used on yourself.

THESE WORK THE MOMENT YOU TOUCH THEM

  • FOOD Eaten on the spot. Gives back about half your stamina.
  • SPEED Kept, not slotted — SHIFT spends one on a burst.
  • MEMORY Restarts the trail map. Without one it stops drawing.

WHY IT PLAYS DIFFERENTLY

Four rules the design will not bend on.

  • Nobody dies

    No health, no damage, no elimination. The worst a rival can do to you is cost you twenty seconds, and the worst you can do is the same back.

  • The map only remembers where you have been

    It draws your own route and nothing else, and it stops drawing a minute after your last memory crystal. It answers one question: have I already been down here?

  • Your marks are not private

    The paint you leave for your bro is paint the red pair can read. Marking the way you came is safe. Marking the way you are going is an invitation.

  • Tension over constant action

    The rhythm is closer to football than basketball: long build-ups, a few decisive moments, and a lot riding on where you chose to turn.

AFTER THE WHISTLE

STREET SCORE, and the RESPECT it adds up to.

Every match is scored out of 100 — the result, the route you took and how long it took you, minus what the rivals cost you. Wins and losses both score, and both accumulate into a running RESPECT total.

This was only one district. The full game features online 2v2 matches, unpredictable players, new environments, and more tracking tools.
The end-of-match screen showing WIN, a STREET SCORE and the match statistics beneath it.

FACT SHEET

The short version.

Genre
Competitive tracking and search. 2v2, asymmetric information.
Players
Four per match, two per team. The demo is one human against three AI.
Platform
Desktop browser today. A premium PC release is planned for Steam.
Technology
Three.js and WebGL2. No plugin, no install, no account.
Match length
Four to six minutes.
Languages
English and Türkçe.
Status
Playable demo out now. The full game is unannounced.
Price
The demo is free. The full game will be premium.

It takes five minutes and one click.

The demo runs in the tab you already have open. No account, no download, no launcher — just a maze, three AI players and one bro somewhere in it.

Desktop only, keyboard and mouse. There is no mobile version yet.