
Floor Collapse
Every step breaks the tile behind you. Up to ten real stacked floors: fall through and you land on the one below, off the bottom and you are out.
Six bite-size minigames built around shoving your friends off things. Push, grab and throw rivals into the void, outrun a werewolf in the dark, or settle it over a chess table — online, on LAN, or eight-deep on one couch.
Roll the film
A 17×17 archipelago over true void, collapsing under everyone at once. No rim walls — every edge is deadly, and the only way to win is to still be standing.

Six ways to raise havoc
Every mode runs on its own clock and its own seat count. Chain them into a playlist and the scores carry.

Every step breaks the tile behind you. Up to ten real stacked floors: fall through and you land on the one below, off the bottom and you are out.

The cursed player becomes the werewolf. It hunts at night in a real wood and sees three times further than its prey. Lanterns blind it, one ward charm buys you a heartbeat, and nobody gets a map.

Scoop nuggets and bank them in the middle. A shoved miner drops the lot, which makes every full saddlebag a target and every trip back a gamble.

Paint the ground by walking it. Shoves stamp your colour straight over theirs, so the land grab is settled with your shoulder as much as your feet.

Real chess on a ranch table where the pieces are alive — a cactus, a bronco, a rattler, a watchtower, a duchess and a sheriff. Proper chess clock, or turn on Lively Pieces and a bored piece will move itself.

The deep one, and the reason the rest exist. Parkour and elimination over a collapsing archipelago — the full breakdown is up top.
Meet the outlaws
Four ranchers and the thing one of them turns into. Every one of them is built from primitives in code as the game runs — no model files ship with it — and what is turning below is that exact character, not a picture of it.
However you can get people in a room
One click opens a camp. Friends find it in the public list or drop in with a join code. Peer-to-peer and host-authoritative — no dedicated servers, no queues.
One keyboard and up to seven gamepads on a single screen. The camera frames every local player and pulls back as the group spreads out.
Same building, no internet. And any seat you can't fill with a person takes a bot that runs on exactly the same inputs a gamepad sends.
Push-to-talk, with the host choosing whether the camp hears everyone, only the players near you, or only your team. Mute anyone from the lobby or mid-round. Nothing is recorded or stored.
Build a run of rounds, set each one's length, and let the scores carry. Per-round awards, cumulative standings, and a season ledger that keeps its own books.
Checkmate Canyon takes spoken moves — say “E2 E4” and your hand goes there. It runs on your machine's own offline recogniser, opt-in and off by default.
Under the hood
Every character, arena, sound effect and sky is generated in code as the game runs. No art ships with it and nothing in it is licensed from anyone else.
Four of the six modes open from inside your own head, and every mode offers the choice. It is a default, not a rule — disagree with any of them.
English, Spanish, Portuguese, French, German, Italian, Russian, Chinese, Japanese and Korean, switching instantly without a restart.
Protanopia, deuteranopia and tritanopia, applied across the whole game — alongside fully rebindable keyboard and pad, screen-shake and flashing toggles, and reduce motion.
Seventy-five seconds to four minutes, depending on the mode. Learn one in a single round, lose the evening to twelve of them.
Achievements, stats, cloud saves, the overlay and rich presence. Join straight from a friend's profile.
Postcards from the frontier






The trail ahead
Dates to be announced — but the first two are already here.
Out on Steam and playable today. It is the real build — minigames, bots, couch play and all.
Hands-on builds with the Discord posse, hammering online camps across real connections. Invites go out there first.
The full six-mode roster, online camps, custom playlists and season standings.
More modes, more maps, deeper seasons, and whatever the playtests prove the game is missing.
Don't miss the stampede
Drop your email and we'll wire you when the next build lands — plus playtest invites and whatever we break along the way.
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Still wonderin'?