Swipe Left — Move Left
Swipe Right — Move Right
Swipe Up — Move Up
Swipe Down — Move Down
Tap — Attack with the Big Book Boomerang
Push Buttons — Use a Faith Skill (Get 'em Sober or Send to Detox)
Break Bottles — Heal damage and receive a message from your sponsor
HP: 40 · Speed: Medium · Damage: Low
The most common hazard in the early steps. Carries a bottle and moves with an
unpredictable sine-wave stagger — don't let the stumbling fool you, they'll close
distance fast when the pattern swings your way. Appears from Step 1 onward.
HP: 75 · Speed: Slow · Damage: Medium
Slow but relentless. Wears sunglasses and doesn't rush — they barely need to.
Their high HP pool means normal attacks alone take a long time to bring them down.
Appears from Step 1 onward and becomes more common after Step 3.
HP: 22 · Speed: Very Fast · Damage: Low
Sprints at you and zigzags chaotically, switching lateral direction every few
tenths of a second. Lowest HP of any hazard but hardest to land a clean swing on.
Dangerous when mixed with slower hazards that box you in. Appears from Step 4.
HP: 100 · Speed: Medium · Damage: High
The most dangerous hazard in the game. Larger than normal, wears a crown of pills,
and hits hard enough to shred your health bar in seconds if you get cornered.
Glowing purple eyes mean they're locked onto you. Appears from Step 7 and
becomes common in the final steps.
A forward-arc melee swing dealing 30 damage with ~2.9 unit range. Knocks hazards backward on hit. Cooldown: 0.52 seconds — fast enough to chain quickly against single targets. The attack arc covers roughly a 270° cone in front of and beside you, so facing the hazard matters.
A radial burst dealing 65 damage to all hazards within 5.5 units — the largest AoE in the game. Costs 20 Faith per use, 2.2-second cooldown. Ideal for clearing clustered groups or cracking a Pill Head's HP early. Faith regenerates slowly on its own, and bottle pickups restore 28 points.
Landing hits on multiple hazards within a 3-second window builds a combo counter shown in the bottom-right. Higher combos multiply your score bonus per kill. The counter resets if you go 3 seconds without hitting an hazard — keep the pressure up to maximize your final score.
Restores +28 Health (max 100). Glows red and floats gently above the ground. Walk over it to collect. Always triggers a Sponsor call.
Restores +28 Faith (max 100). Glows blue. Same pickup mechanics as the red bottle. Prioritize these when you're planning Faith Strikes on a wave with Pill Heads or large groups.
Every bottle you collect triggers a call from your Sponsor, who shares one of 62 authentic AA sayings. The game pauses during the call — use the moment to breathe. Press "Keep Coming Back" to return to the fight.
Each of the 12 Steps is a wave of hazards you must defeat before advancing. Hazard count rises each step (3 hazards on Step 1, up to 12 on Step 12). New hazard types unlock every few steps — Tweakers at Step 4, Pill Heads at Step 7.
Clearing a step grants +1000 base score plus a step bonus, +35 Faith refill, and 3 bonus bottles scattered across the arena. A brief grace period (3.5 seconds) gives you time to collect pickups before the next step's announcement.
Clearing all 12 Steps triggers the victory screen and a fanfare. Your final score reflects kills, combos, and step bonuses accumulated across the full journey. The hardest path is the most rewarding one.