Swarm spacing
Same ten runners, same tick, same camera. Only the space the game keeps between bodies changes. Pick one.
Spacing 1.0
closest 0.60The two runners that stand closest, centre to centre, in world units (a tile is 2). The rule says at least 0.80 at this spacing; pressing against the wall they end up closer.
gap 0.75Average distance from each runner to its nearest neighbour, centre to centre. A runner body is 0.85 wide, so below 0.85 the bodies overlap on screen.
wall holds 30 sIn a plain sim run with the new 300 health wall and the cap of 4 attackers, the first edge broke at tick 615 (20 ticks a second). Wider spacing means fewer reach the wall at once, so the wall lasts longer. Side effect to know when picking.
Spacing 1.25
closest 0.73The two runners that stand closest, centre to centre, in world units (a tile is 2). The rule says at least 1.00 at this spacing; pressing against the wall they end up closer.
gap 0.94Average distance from each runner to its nearest neighbour, centre to centre. A runner body is 0.85 wide, so below 0.85 the bodies overlap on screen.
wall holds 40 sIn a plain sim run with the new 300 health wall and the cap of 4 attackers, the first edge broke at tick 815 (20 ticks a second). Wider spacing means fewer reach the wall at once, so the wall lasts longer. Side effect to know when picking.
Spacing 1.5 my pick
closest 0.92The two runners that stand closest, centre to centre, in world units (a tile is 2). The rule says at least 1.20 at this spacing; pressing against the wall they end up closer.
gap 1.07Average distance from each runner to its nearest neighbour, centre to centre. A runner body is 0.85 wide, so below 0.85 the bodies overlap on screen.
wall holds 41 sIn a plain sim run with the new 300 health wall and the cap of 4 attackers, the first edge broke at tick 827 (20 ticks a second). Wider spacing means fewer reach the wall at once, so the wall lasts longer. Side effect to know when picking.
Spacing 2.0
closest 1.50The two runners that stand closest, centre to centre, in world units (a tile is 2). The rule says at least 1.60 at this spacing; pressing against the wall they end up closer.
gap 1.58Average distance from each runner to its nearest neighbour, centre to centre. A runner body is 0.85 wide, so below 0.85 the bodies overlap on screen.
wall holds 54 sIn a plain sim run with the new 300 health wall and the cap of 4 attackers, the first edge broke at tick 1089 (20 ticks a second). Wider spacing means fewer reach the wall at once, so the wall lasts longer. Side effect to know when picking.
What is behind it
- Spacing 1.0 is the rule today: two runners may not stand closer than 0.8 world units (0.4 tiles), and the game now pushes them apart firmly instead of a little. The old game let them pile up, which is the clump you saw last night.
- A number above 1 multiplies that distance. 1.5 means 1.2 apart, about one and a half bodies.
- Pictures from the Mac build of 6 Nov 09:56 on the mountain hold, night 1, a wooden wall across the valley, tick 300. Full pictures in /Users/yassineboujida/workspace/game-jams/game-off-2026/hollowtide/docs/playtest/2026-11-06-swarm
- Not measured: the frame cost on the phone with firm spacing, and the balance across three nights (bot sweep comes next).