Move + See
Do not stand still in open lanes. Break sight, then move.
Rules explained
This is the core reference page for every high-intent rules query: Cobb Can Move all rules, Cobb Can Move smell, Cobb Can Move reach, Cobb Can Move duplicate, and late-game restored senses.
Evidence Status
Rules matrix
| Rule | What it means | How it kills you | Counter strategy | Failure diagnosis |
|---|---|---|---|---|
| Cobb Can Move | Cobb begins pathing and the room stops being a static puzzle. | Standing still, backtracking into dead ends, or treating Cobb as scenery. | Keep a loop route. Move with a destination, not just away from Cobb. | If Cobb catches you immediately, you are probably too close before the objective starts. |
| Cobb Can See | Open lines and lit crossings become dangerous. | Crossing a long lane while Cobb has a direct visual angle. | Break sight before touching the objective, then cross only when Cobb is offset. | If you die in open space, your route needs a corner or visual blocker before the pickup. |
| Cobb Can Hear | Noise or reckless movement can pull Cobb toward you. | Running the whole room or panicking after a pickup. | Move in short bursts and let Cobb drift away before committing. | If Cobb reacts too fast, stop treating speed as the solution. |
| Cobb Can Smell | Close hiding becomes unsafe even when a wall looks protective. | Camping near Cobb or trying to squeeze past a corner. | Make wide loops and assume proximity matters through tight spaces. | If hiding feels random, you are probably inside the smell radius. |
| Cobb Can Reach | The danger zone is larger than the visible body implies. | Passing next to Cobb or clipping a tight corridor. | Give extra clearance near corners, switches, and exits. | If you think you barely touched Cobb, route with one more tile of margin. |
| Cobb Can Duplicate | Multiple threats can close a once-safe route. | Relying on a single-exit loop or waiting in a narrow lane. | Hold a backup route before you touch the objective. | If duplicates trap you, your route had only one exit. |
| Cobb Can Regain Senses | Late rooms can bring older dangers back after objective steps. | Assuming a previous safe lane is still safe after a pickup. | After every state change, rebuild the active-rule list before moving. | If the ending feels random, you are forgetting restored abilities. |
How to read rule text
The official jam page describes the limitation use as rules being picked at the start of each level and not explained. In practice, every sentence should change your route. If a rule mentions a sense, do not only adjust your speed; adjust where you stand before the objective.
Rule Stack Cheat Sheet
Do not stand still in open lanes. Break sight, then move.
Line-of-sight and panic movement both punish you. Use short bursts.
Noise pulls Cobb, close hiding finishes the job. Create distance first.
Close passes and one-exit loops both fail. Keep a second lane open.
Late-game routes must be rebuilt after every objective.
Objective path plus exit path. If you only know one, wait.
Death diagnosis
Likely cause: Cobb can see
Fix: Break line of sight before crossing and move cover-to-cover.
Likely cause: Cobb can smell or reach
Fix: Stop camping close. Use the outer loop and add more distance.
Likely cause: Cobb can duplicate
Fix: Your route had one exit. Pull one threat away before touching the objective.
Likely cause: Rule state changed
Fix: Pause after each interaction and rebuild the active-rule list.
Likely cause: Restored senses
Fix: Treat every final-room action as a new mini-level.
Page FAQ
It means hiding close to Cobb can stop being safe even if you are not in direct line of sight. Make wide loops instead of camping nearby.
Treat Cobb's danger area as larger than the visible body. Tight corner passes and near-misses are the usual deaths.
Duplicate plus any sense rule is usually the most punishing because it closes single-exit routes and makes panic reversals unsafe.
People Also Search
Sources checked
Use: Official facts: developer credits, platform, input support, rating signal, screenshots, downloadable/browser builds, tags, and current public game metadata.
Authority: Primary official source
Status: Checked May 24, 2026
Use: Version check: v1.7 is a small balancing update affecting smell, long pursuit acceleration, and rock stun behavior.
Authority: Primary official version source
Status: Checked May 24, 2026
Use: Awards and credibility: #1 Overall, #1 Concept, #2 Presentation, #2 Enjoyment, #6 Use of Limitation, ranked from 58 ratings.
Authority: Official jam listing
Status: Checked May 24, 2026
Use: Audience signal only: confirms a major creator episode dated May 21, 2026 with a 35:34 runtime. Not used as gameplay authority.
Authority: Third-party popularity signal
Status: Checked May 24, 2026
Use: Timing reference for early room rhythm and general route pressure. Not treated as official gameplay documentation.
Authority: Specific public gameplay video
Status: Checked May 24, 2026
Use: Route comparison reference for longer progression and late-game pacing.
Authority: Specific public playthrough video
Status: Checked May 24, 2026
Use: Visual reference for late-game pressure and route collapse patterns.
Authority: Specific public gameplay video
Status: Checked May 24, 2026
Sources and uncertainty
Facts such as developer credits, platform, version status, jam rankings, and rating signals come from official itch.io pages, the official v1.7 devlog, and the official Major Jam listing. Route advice is written in original wording from current build observations, public video cross-checks, and aggregated community pain points, not copied comments.