✦ Field Guide to Recovery

Twelfth Calling — v1.0.0  ·  12 Step Sobriety HTML5 Browser Video Game

🚶 Play Now
A newly certified Chemical Dependency Counselor sets off on their first day of work at their new job. As a faithful 12 Stepper, the task is to ensure sobriety with the Big Book Boomerang, and the Faith Skills to Send to Detox Inpatient or Get ’em Sober Outpatient. Breaking bottles will unlock messages and healing from your sponsor.

🕹 Directional Movement and Controls

👆

Movement

Swipe Left — Move Left
Swipe Right — Move Right
Swipe Up — Move Up
Swipe Down — Move Down

👊

Actions

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

⚔ Hazard Types

🍺

Drunk — “The Stumbler”

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.

Tactic: Attack during their stagger phase when they lurch away. Easy solo, dangerous in groups.
🌿

Stoned — “The Wall”

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.

Tactic: Save Faith Strikes for Stoned hazards. One Strike takes a major chunk out of their HP bar.

Tweaker — “The Sparker”

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.

Tactic: Let them come to you. Wait for them to close in, then attack — the forward arc will catch them even mid-zigzag.
💊

Pill Head — “The Boss”

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.

Tactic: Prioritize Pill Heads. Never let one attack you from behind while fighting others. Keep moving.

⚡ Combat System

📖

Big Book Boomerang — SPACE or Screen Tap

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.

Faith Strike — Z or X

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.

Press X on keyboard (or the red button) to activate Send to Detox — a more powerful neon red radial strike with a 6-second cooldown.
🔥

Combo Multiplier

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 a hazard — keep the pressure up to maximize your final score.

🍾 Bottles & Pickups

🔴

Red Bottle — Health Restore

Restores +28 Health (max 100). Glows red and floats gently above the ground. Walk over it to collect. Always triggers a Sponsor call.

🔵

Blue Bottle — Faith Restore

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.

📞

Sponsor Call

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.

📖 The 12 Steps

Step Progression

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.

🌟

Step Clear Rewards

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.

Spiritual Awakening — Step 12

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.

“Having had a spiritual awakening as the result of these steps, we tried to carry this message to alcoholics.”

Twelfth Calling is a free HTML5 browser game built entirely with JavaScript and WebGL

no downloads, no app store, no plugins

open the link on any phone, tablet, or desktop and you’re playing in seconds

contact our AI Receptionist by phone for assistance with scheduling an appointment for in person consultation

or ask her detailed questions about the mechanics of gameplay

Cialis tabletten in der eu apotheke, tadalafil tabletten online in der eu, cialis rezept in der eu cialis online in der eu.  featuring void realm imagery communicates aesthetic alignment with the geometric psychedelic visual tradition. Bestsounds acoustic guitar strap, soft cotton & le….