UPDATEDArcade
The Steady Hand
Guide your cursor through a hundred wire boards without touching the sides: ten acts, a timed gauntlet per act, then endless wire.
What it is
donβt touch the sides
An electric parlour machine. Press the brass starter to energise the wires, then guide your cursor along the corridor without touching either side. Sparks patrol the route from β4, swing-gates guard the openings from β11, and a coupler has to be unhooked and seated before the charge drains from β21. A hundred house levels in ten acts, then an endless wire past β100, and once you clear β10 a daily wire gives every player the same new board each day. The Ledger keeps your last runs per level and what shocked you.
How to play
Controls, then the numbers that matter
With a mouse, sliding off the playfield mid-run is a shock. On a touchscreen, lifting your finger ends the run without one, and so does switching tabs.
Sparks join from β4, swing-gates from β11 and the first coupler at β21. The LIFT pad unhooks you, and until you reach the SEAT pad nothing on the board can shock you β but the charge is draining, and running dry counts as a shock.
A swing-gate is a hinged wire that swings flat against the wall and lets you through only while it stands open.
Clear β10 to open an act's gauntlet. Its ten levels run on one clock that starts at the first starter pad, and a shock sends you back to that level's starter with the clock still running. A gauntlet has three bulbs too: its gold and silver are the ten levels' own gold and silver times plus 1.5 s and 2.5 s for each walk to the next starter, rounded up to the second.
Past β100 the Endless Wire builds a board for every number, and each number always builds the same board. The Ledger keeps the last 8 runs on each level and what ended every one. In a very deep Endless save, the boards behind your 40 furthest keep only their totals, best and shocks.
Once you clear β10, LEVELS has the daily wire: one board a day, the same for every player, changing at midnight Taipei time. Run it as often as you like. The day keeps your best time and bulbs, and LEVELS counts the days you have cleared it and your longest run of days in a row.
Each level has three bulbs: one for a clear, one for beating its silver time and one for gold, both set by the house's own run of the board. Under WITHIN REACH, LEVELS lists the three cleared levels fewest seconds from their next bulb.
Trophies
12 trophies
Sign in and the ones you earn light up here and on your account.
- Act I: the Parlour is cleared
- Level 50: halfway through the house
- Level 100: the house is cleared
- Level 101: the wire never ends
- A gold bulb at the houseβs own pace
- All thirty bulbs of one act
- All 300 house bulbs lit
- An act gauntlet, all ten on one clock
- All ten act gauntlets run
- A daily wire cleared
- Gold on a daily wire
- Seven daily wires cleared
What players say
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From the changelog
What changed
StuStudios 2.2
- Clear β10 in The Steady Hand and LEVELS holds the daily wire, one new board a day for every player, with its own three bulbs.
The Steady Hand: a hundred levels, ten acts, then endless wire
- The Steady Hand is now a hundred house levels in ten acts, a timed gauntlet at the end of each act, and an endless wire past level 100. Sparks join from level 4, swing-gates from 11 and couplers from 21.
- Progress from the old ten-level version does not carry over. Your saved levels start again from level 1 on this version.
The Steady Hand went up on the arcade
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