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Crumb Run — player's guide

You lead a flock of Crumblings — living dough sprites — down the garden path to the Pantry before the Rustbug Horde steals the Midsummer Feast. Steer with a drag (or A/D · ←/→), grow the flock through gates, and deliver as many as you can. The bigger your flock at the door, the higher the Pantry Shelf (×1–×5) your score multiplies by.

Choose your kitchen — difficulty

The same 25 stages, three sets of rules. Change it any time from the menu or the pre-stage card; stars are graded the same on every setting, so playing gently never locks you out of a later zone.

SettingWhat changes
🍰 Home BakerSlower, softer knocks, two Rescue Batches, and no Feast quota — you always finish what you start.
🧑‍🍳 Sous ChefThe intended run: one Rescue Batch, and you must reach the door with enough to feed the Feast.
🔥 Head ChefNo Rescue at all, a full-face hit can wipe the batch outright, a hungry Feast — and every score ×1.3.

Crumb Streak 🔥 — the thing that decides your score

Every clean play chains a streak: a good gate, a dodged trap, an on-beat pass, a perfect squeeze, a boss swipe you stepped out of. The streak drives a multiplier, and whatever multiplier you are holding when you reach the Pantry door multiplies your entire delivery — up to ×4.

Getting hit wipes the streak. Taking a bad gate only halves it — a paired gate can be all-bad, and a forced choice is not a mistake. Your best streak of the run also pays a bonus of its own, so a great middle stretch still counts even if the last stretch goes wrong. This is why two players who both arrive with a full flock can score three times apart.

A big flock is a slow flock

The more Crumblings you are herding, the heavier they are to steer — a starter batch darts across the lane, a thousand-strong mob turns like a bus. Growing is still how you score, but hoarding early costs you the agility to thread late hazards. Banking, or deliberately staying lean through a nasty stretch, is a real tactic. A Dash restores full agility while it lasts.

Feed the Feast 🍽️

Reaching the Pantry is no longer enough. Each stage shows the number you must bring to the door — arrive short and the Feast goes hungry and the run is lost. The first three teaching stages have no quota.

Bosses: read the swipe 👑

The Snatcher lights up the strip of floor it is about to smash, about a beat before it lands, and rears the matching claw. Step off that stripe: a clean dodge costs nothing, pays ✦, and builds your streak, while standing in it can cost up to 14% of the flock. It swipes faster as its health drops, and you can move freely throughout — the boss is a dance, not a staring contest.

Gates

SignWhat it does
×2 · +15 (blue trim)Grows the flock — only the Crumblings that pass through count, so commit fully.
−20 · ÷2 (rust trim)Shrinks it. Paired gates split the flock: each side applies to whoever passes it.
♪ beat gate (gold)Dances to the music — worth ×3 while it glows gold on the beat, ×2 otherwise.
✨ narrow gold archGolden Squeeze: thread the whole flock dead-centre for +40%. Big flocks can't fit!
? gateHides its value until you're close. React fast.
🏦 Bank GateDeposits HALF the flock: banked Crumblings are safe at a flat ×2, the rest risk on for the shelf. Greed or safety — your call.

Hazards

Rolling pins, snap traps and brooms all move on the music — watch one cycle and you know its rhythm. Honey slows and drips a few away; grater walls only let you through the gaps; Rustbombs burst on touch (brushing past one cleanly pays ✦ — brave lines are rewarded); night wind shoves you sideways, so lean against it. A hazard can never take your whole flock, and once per run a Rescue Batch parachutes in if you hit zero.

Ambushes, elites, and the Chaser

The five Envoys

EnvoyFightsAbility
🦊 Vixenfast pelletsDash — untouchable surge (also outruns the Chaser)
🐢 Bastiontough shell (−20% hazard losses)Shell Shield — absorbs one whole hit
🦉 Atheneslow-bolts, +10% gatesGolden Hour — the world slows
🦌 Stagheartthe flock slowly regrowsRally — regrow +18% at once
🦡 Bruisermortar crumbs, battles +25%Smash — clears the next trap

Abilities charge as you pass gates — the paw button (or SPACE) fires them.

Recipes (pick before you run)

The 🧾 chip on the menu and map cycles your loadout: a bigger starting batch, tougher crust, harder-hitting battles, richer sprinkles, Turbo Yeast (faster + quicker ability charge). Match the recipe to the stage — battle stages love War Butter; hazard gauntlets love Iron Crust., or Light Dough — a smaller starting batch that steers 20% quicker at any size, the counter-play to a heavy herd

Your ghost

After you win a stage, your best run races alongside next time as a translucent 👻 ghost with its own count — the HUD shows whether you're ahead. Beat it and the new run becomes the ghost.

Math Road ➗

A quick-maths trainer in three tiers — quick arithmetic, high school (powers, roots, percents), and university flavour (factorials, C(n,k), integrals, log₂, dot products). Most gates come in pairs where both are good: read fast and take the larger expression. Your results screen shows how often you picked the better gate.

Tips for three stars

Zone 5 runs at night. Wind, elites and the Chaser all at once — bring Turbo Yeast or Iron Crust, and use the Bank Gates.