A fast, kid-friendly crab-routing game for 1-6 players, built in Rust with Bevy. The tide is out: place arrows in the sand to route streams of crabs into your castle before the sea (and the gulls) take everything back.
- One line, fetching the latest release for your machine:
# Linux, macOS curl -fsSL https://agourlay.github.io/pinch-points/install.sh | sh # Windows (PowerShell) irm https://raw.githubusercontent.com/agourlay/pinch-points/master/site/install.ps1 | iex
- Prebuilt binaries for Linux, macOS and Windows (x86_64 and arm64) are
attached to each GitHub release.
Unpack the archive and run
pinch-points. - From crates.io, with a Rust toolchain:
cargo install --locked pinch-points
--lockedbuilds against the dependency versions this game was tested and released with. - From source:
git clone https://github.com/agourlay/pinch-points cd pinch-points cargo build --release && ./target/release/pinch-points
The last two need Bevy's Linux build dependencies (libudev-dev,
libasound2-dev, libwayland-dev or X11 equivalents).
Built on the skeleton of Sonic Team's ChuChu Rocket! (1999): creatures walk forward and turn at walls by a fixed rule, arrows are your only verb, and everyone places at once. What it does differently:
- Six players, not four, with team play that grows with the table.
- Every crab has a handedness, left-clawed or right, so one corridor can route two crabs to two destinations. Herding puzzles become sorting ones.
- The score is on the board: castles grow through four tiers as they bank.
- A gull raid costs half a castle and spills live crabs back onto the sand for everyone to scramble over.
- The tide is the clock. The last 30 seconds double the gull spawn rate; the wave stops everything where it stands.
Plus terrain and a crab bestiary the original never had, AI that walks a cursor to the tile the way you do, and rounds shareable as text codes, even one still in progress.
- Tide Pool: a 100-level solo puzzle campaign, every level proved solvable with the arrows it grants and unsolvable without them.
- Turf War: local versus for 2-6 on one keyboard plus gamepads, with team play, series, and AI at three levels.
- Beach Lobby: up to 6 over LAN, on deterministic lockstep with desync detection. Anyone past the sixth chair watches instead, and can talk to the table and vote on a tide event to call down on it.
- Driftwood: a level editor whose solver proves a level beatable before it ships.
- Beach Day, Replay, Daily Challenge, Achievements.
| Move | Place | Remove | Clear all | |
|---|---|---|---|---|
| P1 | WASD | arrow keys | Space | Shift |
| P2 | IJKL | numpad 8/5/4/6 | numpad 0 | numpad Enter |
| any seat | gamepad d-pad/stick | face buttons | L1 | R1 |
Pads are plug-and-play and fill seats from the highest player down, so keyboard-plus-pad, two pads and two keyboards all work with no setup. Every menu is navigable from a pad, and the interface speaks eight languages.
- pinch-points on the web: the
landing page, built from
site/. docs/guide.md: the full guide. Rules, every mode in depth, all the controls and settings, LAN troubleshooting, and the development hooks.docs/pinch-points-spec.md: the design document.docs/backlog.md: remaining ideas.
cargo run --releaseRequires Rust (2024 edition) and the Linux dependencies above. The simulation is engine-free, integer-only and bit-reproducible, which is what lets lockstep netcode, replays and the solver share one implementation. See the guide for asset regeneration, determinism and tooling.
