BTCSIM
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- vs -
Candle closes00:00
1Runners left
0Score ×1.00
Blast incomingGet out of range or push them
2010Candle 0
STORM ADVANCING
STORM 0 M
PULLED
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ZSHORTXLONG
SWINGmode · V
LEV 0%POWER LV 0
L
Gas 100Rope 45 m
R
RPUSH
TPULL
GBLAST
LMBSHOOT
RUNNER
Knockouts0
Calls hit0/0
Survived00:00
BTC · last candlescall line
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Live BTC chart · 1 minute candlesOnline

HODLGrounds

Hold your ground. Or get rekt.

Practice · solo vs AI runners
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REKTStorm

Swallowed by the storm

The storm reached you. Keep within the last five candles.

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    How to play
    1 of 6

    Swing the chart

    When a candle closes, the storm creeps forward one candle over 12 s. Anything behind it is gone. The void below ends a run too. Calls bet on whether the next candle closes above or below the one before it. The window stays open until 5 s after that candle opens. Locking before it opens pays 100, then the payout drops to 60 over those 5 s. Correct calls in a row raise your multiplier.
    Push · 16 m radius · 9 s cooldown · 12 gas. Strongest point-blank, cuts the hooks of anyone within 9 m, and stalls your own swing. Pull · 50 m, needs a clear line · 11 s cooldown · 16 gas. A 0.45 s wind-up that the target can break with their own push. Anyone hit is warded for a moment (2.5 s after a push, 0.8 s after a pull), so nobody can be juggled. Shots · 6 rounds, one back every 0.65 s · heavy knockback that knocks wall-runners off the candle · hip-fire wanders up to 2°; aimed (hold aim) shots fly straight, 45% faster and 45% farther. Once a target is above 60% leverage, every hit also cuts their hooks. Wall-run · hold at a candle’s side to run on it at up to 17 m/s, up or along, wherever you look. The run fades over 2 s, and you get more of it the faster you hit the wall (from the ground, about half). Out of run you slide down; jump to kick off and keep your momentum. Rope · hooks reach 45 m. After a push hits you, your hooks are out for 0.9 s (0.6 s after a pull lets go), so you can’t just grab the nearest candle. The crosshair turns red and reads OUT OF RANGE past that. Power · every correct call raises your power level (max 5) and a wrong one drops it. Each level adds 4 m of rope, 1.2 m and 8% to your push, faster push and pull cooldowns, 12% shot knockback, 10 gas and faster reloads. Leverage · every shot (+8%), push (+18%) and pull (+6%) raises the target's leverage. At 100% the next hit throws them twice as far. It drains after 3 quiet seconds.
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    Click a slot, then press a key, a mouse button or scroll. Esc cancels, Backspace clears. Every action gets two slots.

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