Trap Rooms.
Guide a little robot through 200 trap rooms in eight worlds. Floors drop, doors run off and ceilings fall, but every trap has a tell.
How to play Trap Rooms
- Press Play, then Start your shift. Returning players can continue at their next room, open Worlds to pick any unlocked room, or start the Daily Shift.
- Walk with Left and Right. Jump with Space, W or Up: hold it for a full leap of about three blocks, tap it for a short hop under low ceilings. A jump pressed just before landing still fires, and one pressed just after running off a ledge still counts.
- Look before you run. Find the seam in a floor, the pinholes, the crack overhead, the wheels under the door and the lamps on each machine. Amber means a machine is about to act; wait on safe ground and cross in the quiet part of its cycle.
- From world four you have grip boots: jump into a wall to slide down it slowly, and press jump again to kick off. Alternate between two walls to climb a narrow shaft.
- Grab the gear if you want it and carry it to the exit. Touch a checkpoint flag in a vault to restart there. Reach the green door to clear the room and collect your stamps.
- Pause with P, Escape or the pause button; retry with R. Use Overtime on the room list to replay a cleared room with new surprises, and World run once all twelve rooms of a world are cleared.
Make your move
On your computer
- Left and Right arrows or A and D walk. Space, W, Up, Z or K jump; hold for height, tap for a hop.
- P or Escape pauses and resumes. R retries the room from the start and counts a retry.
- A gamepad works too: stick or d-pad to move, the bottom face button to jump, Start to pause and Select to retry.
- Menus are ordinary buttons: Tab moves between them and Enter or Space presses them.
On your phone or tablet
- Hold the left or right half of the arrow pad to walk. Slide your thumb across to change direction without lifting it.
- Hold JUMP for a big leap or tap it for a short hop. Both controls work at the same time with two thumbs.
- In portrait the room fills the top of the screen and follows the robot, with the controls in their own deck below. In landscape the controls sit beside the room so they never cover it.
- Tap the pause button in the top bar for the menu, settings and sound. The top bar also has Retry.
About Trap Rooms
Trap Rooms is an original trap platformer about a small brass robot working the most mischievous factory in town. Each room is a single screen with an entry hatch and a green exit door, and something in between that wants to trip you up. It might be a strip of floor that drops away as you approach, a door that rolls off on little wheels, a cracked block that falls when you stop underneath it or a wall that turns out to be hollow. The rooms are short, retries take half a second, and the fun is in the first surprise and the second, smarter attempt.
The difference is fairness. Every trap has a tell you can learn to read. Drop floors show a hairline seam and no bolts. Hidden pins leave three pinholes in the floor. Falling blocks carry a crack and drip a little dust. Runaway doors stand on wheels and show a faint outline of where they will park. Timed machines, from rising teeth and stamping presses to lasers, flame vents and blinking blocks, glow amber before they act. If a room gets the better of you twice, the game points you at the tell, and a Show tells setting outlines every surprise in advance.
There are eight worlds of twelve rooms. The Workshop teaches jumping, scaffolds, crumbling plates and the first dropping floors. The Press Line adds timed teeth, presses, conveyor belts, hidden pins and the runaway door. The Foundry brings molten pools, flame vents, slow lifts and falling blocks. In the Lift Shaft you get grip boots to slide down walls and kick off them, plus springs and spiked walls. The Laser Lab has laser gates and coloured blocks that swap every time you jump. The Night Depot runs saws on rails and blink blocks that take turns, the Clock Tower sets everything to one beat, and the Rooftops mix it all at sunset.
Clearing a room opens the next one and an Overtime version of the same room, a remix in which the traps have moved or multiplied. Every standard room also hides a gear, which only counts if you carry it out alive; ten gears in a world open its vault, a longer room with checkpoint flags. Each room awards three stamps: cleared, gear, and gold for a clean run with no retries inside the target time. All 200 rooms are proven completable in our tests by a bot that plays the real game rules with ordinary button presses.
Beyond the campaign, the Daily Shift gives everyone the same five rooms from five worlds each day, with a running clock, a five-second charge per retry, a streak and a result you can copy. World runs let you play all twelve rooms of a cleared world back to back against your best time with splits. Slow machines runs rooms at 75% speed for anyone who wants more time to react. Sound effects and a quiet tune for each world are synthesized in the browser. Progress, stamps, best times and streaks save on this device without an account, and progress from the first release carries over.
200 rooms, eight worlds
Twelve rooms in each of eight worlds, from the Workshop to the Rooftops, each with an Overtime remix that twists what you learned, plus a hidden vault per world opened with gears.
Surprises with a tell
Floors that drop have a seam, hidden pins leave pinholes, falling blocks are cracked, runaway doors sit on wheels and every timed machine glows amber first. Learn to read a room and nothing is cheap.
Controls that forgive
Coyote time, a jump buffer, variable jump height, corner nudges and ledge assist, then grip boots for wall jumps from world four. Touch players get a big thumb deck that never covers the room.
A little help for your next high score
- When a room surprises you, go back and find its tell before trying again. Every trap in the game is marked somewhere, usually right where you first see it.
- Wait on solid ground while a machine is amber. The cycle repeats every few seconds, so watching one full cycle costs little and saves a retry.
- Do not stand still under a cracked block or on a cracked plate. Keep moving and both are harmless.
- Swap blocks change colour on every jump. Count your jumps, and hop in place on solid ground to fix the count before a colour sequence.
- For gold, learn the room first, then run it cleanly. The target time is generous for a player who knows where the traps are.
Good questions
How many levels does Trap Rooms have?
There are 200 rooms: eight worlds of twelve rooms, an Overtime remix of every one of those 96 rooms, and a vault in each world. Every room is checked in our tests by a bot that completes it using ordinary button presses.
Are the traps fair?
Yes. Every surprise has a visible tell, such as a seam in the floor, pinholes, a crack overhead or wheels under a door, and every timed machine glows amber before it acts. Traps behave the same way on every attempt, and the Show tells setting outlines them all before they spring.
How do stamps, gears and gold work?
Each room has three stamps: cleared, gear, and gold. The gear counts only if you carry it out alive. Gold needs a run with no retries inside the target time. Ten gears in a world open that world's vault. Stamps are never lost once earned.
Can I play Trap Rooms on a phone?
Yes. On a phone held upright the room fills the top of the screen and follows the robot, with a large arrow pad and jump button below it. In landscape the controls sit beside the room. The game also works with a keyboard or a gamepad.
Does Trap Rooms save my progress?
Progress, stamps, best times, settings and your Daily Shift streak are saved on this browser and device without an account. Progress from the first version of Trap Rooms carries over automatically. Clearing site data removes the save.
What is the Daily Shift?
Every day at midnight UTC, the Daily Shift picks five rooms from five different worlds. Everyone gets the same rooms. Your score is your total time plus five seconds for each retry, and playing on consecutive days builds a streak.


