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.
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.
-
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.
-
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.
-
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.
-
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.
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.
SCREENSHOTS
From the build you can play right now.
Captured from the live demo, not from a target render.
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.
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.