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HALL PASS — Player FAQ

Start with the beta playtest guide. To report a problem, open Options → Club → Field Report from the title or pause menu.

What is this?

A survivors-like: four students fight the curses haunting their school after dark. Room Run is a short starting point. School Run is the full expedition through ten rooms, from 9 PM to First Bell at 7 AM.

How do I play?

Desktop

Action Control
Move WASD or arrows
Aim and fire Mouse; hold the left button
Flash Step Shift or right mouse button; F/Ctrl also work
Domain Space
Special E
Shikigami Q
Switch teammate Tap C; hold C to choose a teammate
Open banked level-ups Tab or the Upgrade button
Pause Esc or P

Phone: left stick moves; push and hold the right stick to fire. A quick tap on the right stick Flash Steps toward the tap. The surrounding buttons activate your Domain, special and shikigami. Tap the crew control to switch, or hold it to choose a teammate. One-thumb mode is available in Options.

Gamepad: left stick moves, right stick aims and fires, LB/LT Flash Steps, RB calls the shikigami, X uses the special, and Y/RT activates the Domain. Options → Controls → How to Play includes the full guide.

Options has four player tabs: Controls, Audio, Display, and Club. Native apps may also show Patron when their store is available. Bank Level-Ups is in Controls; visual preferences and intro films are in Display; feedback, cloud saves and gameplay analytics are in Club.

Where should I start?

Choose New Run → Room Run, pick Ren, and enter the Yard. The first fight starts behind a short controls lesson, with the action frozen until you are ready. Try the first Quiz, inspect a level-up choice, and return to the Club at the checkpoint to see what you earned.

Quiz, Midterm and Final are cumulative 3-, 6- and 12-minute checkpoints. Pushing On keeps the build you already earned. Only a Final fully clears a room. In Room Run, clearing a room's Quiz and Midterm opens the next room; score medals are a separate progression track.

Room Run or School Run?

Room Run lets you start in an unlocked room. After its Final, you can keep your skills, weapons and crew and continue through a route of remaining rooms. This is a Room Chain; it does not count as clearing the whole school.

School Run starts in the Yard. Clear all ten rooms along the available route to reach the Roof and First Bell. Cleared rooms stay cleared. Your skills and weapons carry forward. Each teammate has their own health; a knocked-out teammate is lost for that expedition.

A full School Run currently takes about two hours of combat, plus pauses. You can Suspend Run at checkpoints and use Continue Run later. Suspending keeps your place; it does not bank the haul.

When do I keep my Coins?

Return to the Club at a cleared checkpoint to bank your haul. Push On keeps the run going and puts its unbanked Coins at risk. Dying or abandoning loses that pending haul, never Coins already in your wallet. Permanent kills and mastery still count. Read the checkpoint's risk notice before choosing.

How do cards work?

The Collection belongs to the club. Give each student an ordered hand in Deck before a run; one copy cannot be held by two students at once. Pull more cards with Coins, and unlock extra hand slots as mastery allows.

On a phone, switch between Collection and Hand. Tap a card for details and actions. An empty slot can take a card; a full hand asks you to choose a replacement and confirm. Swiping only scrolls. Desktop retains drag controls.

One card is free every night: open the Deck and take it. It is the same card on every device you play on that night.

Boss signatures are found during a run. Take one into a free hand slot or choose a card to replace, then confirm. Found cards are unbanked until you bring them back to the Club. Inspect the effect before deciding.

Pushing On can put cards at stake. Protected slots are marked Safe. Lost cards may appear in the Collection's Lost & Found for a limited number of runs; check there after a failed expedition.

Domain, special, shikigami, Flash Step — what's the difference?

Purple drops restore mana. Blue and gold flames give XP; gold is worth more. Hearts restore health. Switching teammates gives a tired student time to recover.

Where's my save? I switched devices and everything's gone.

Each browser or installed app has its own local save. Your Club Card links cloud progress across devices. Open Options → Club → Club Card, copy your card code, and keep it somewhere private. On another device, use the Link field there. The code is the key to your save; anyone who has it can access that progress. There is no email/password recovery, so keep a copy before clearing browser data.

Cloud saves sync after changes while online. Check the Club Card page's sync status rather than assuming an offline device has uploaded. Continue Run restores a resumable run on the same browser or app. Browser and native saves do not become shared merely because they run on the same phone.

How do I play full-screen on iPhone?

Open the game in Safari, use Share → Add to Home Screen, then launch its icon. This removes Safari's browser bars. If audio is silent, tap once, check volume/mute settings, and try headphones. Audio needs a user gesture to start.

The optional Tilt Parallax setting adds camera movement. If iOS asks for motion permission, declining does not affect gameplay. You can disable the effect in Options → Display; it is also disabled with reduced motion.

Something broke, froze or sounded wrong. How do I report it?

Open Options → Club → Field Report from the title or pause menu. Mention what you were doing, the room, roughly when, and whether it happens repeatedly. The report includes the build and device context. If sending fails, it queues locally for the next online launch.

If you cannot reach the game menu, use the public feedback board. Do not post your Club Card code in a report. For a slowdown, follow the performance recording guide to save a report you can share separately. The optional recorder lives in developer tools; regular play does not require enabling them.

Do I need to buy anything for the beta?

No. The current browser beta does not offer native purchases or ads. Native Patron products are Supporter (ads off and a badge) and timed Coin boosts: 1.5× banked Coins for seven days or 2× for thirty days. They are not currency packs. Native purchase and ad testing is separate from this beta.

What do you collect?

The game has named gameplay analytics, one page view when it opens (and where you came from), page-load timing, how smoothly runs played on your device, and web crash diagnostics, with no session replay and no automatic capture of every tap. Switch gameplay analytics off under Options → Club → Gameplay Analytics. See the privacy policy for details.

HALL PASS by Very Bad Games · Solo Developer Chris Sands · All documentation