A 60-second arena where holding the pointer walks your character and anyone who crosses your rim joins the crowd. Recruits score 100, 1,000 or 10,000, and a team wipe pays 100,000.
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ShelfArcade
Start screen and controls
Hold the pointer to walk
The bottom of the field carries one instruction, PRESS TO MOVE, and that is the whole control scheme: while the pointer is held down your character walks toward it, and the build listens for mousedown, pressmove and pressup. Nothing carries you forward on its own, so a round is spent choosing where to walk rather than holding a lane.
Two buttons, one arena
The title screen shows SINGLE and VERSUS stacked over a settings gear in the corner. Either entry loads the same arena shape, and the screen waits for your choice, so no clock runs against it.
Observed 2026-10-04: the start screen offers SINGLE and VERSUS above a settings gear.
The rim does the recruiting
Anyone who crosses your rim joins you
Your reach is a dashed ellipse rather than a body. The build draws it at a radius of 200 and squashes it vertically to 0.8, so it is noticeably wider than it is tall. A wanderer that crosses that edge switches sides and follows you, which is why a round goes better when you sweep the rim past a group instead of stopping on top of it.
Five rims share the board
Every leader carries a rim in its own colour: blue #2054f8, red #ec2a28, green #7CC142, yellow #FFD731 and magenta #F94BF9. A fresh field opens with those five rims spread across the arena, and loose figures also stand outside every rim and drift between them.
Because the rim is flattened, a sweep along the edge of the field covers more ground than one through the middle. Crossing a group at an angle clips more of it than a head-on pass, and you keep moving while the recruits transfer.
Sixty seconds, three score tiers
Spend the run where the points are
The clock starts at 60 and runs down on the field; when it reaches zero the round is scored on the crowd you kept. Recruits are not worth the same, though: the build carries tiers at 100, 1,000 and 10,000 points, so one high-tier figure outweighs a hundred ordinary ones.
Observed 2026-10-04, about eight seconds into a round: the clock reads 52 SEC, FOLLOWERS is still 0, and a pink −100 marker appears above the leader.
Twenty followers unlock the destroyer
Once your crowd reaches 20, the build arms a destroyer for your leader. Wiping an entire rival team pays 100,000 points, which is more than a collection-only round is likely to reach, so the threshold changes what a good run looks like. The crowd you can carry tops out at 60 followers.
A round can end before the clock does, too: when a leader is knocked out the field shows PLAYER [NUMBER] IS ELIMINATED, and the results panel reports YOU HAVE FOLLOWERS with the final count. Leaving mid-round asks ARE YOUR SURE YOU WANT TO QUIT THE GAME?
Extreme Followers FAQ
Controls, rims and the 60-second clock
These answers stay with what the field actually shows: the hold-to-walk control, the rim that recruits for you, and the score tiers inside one 60-second round.
How do I move in Extreme Followers?
Hold the pointer down and your character walks toward it; release and the walk stops. The field states this as PRESS TO MOVE, and the build listens for mousedown, pressmove and pressup. Nothing carries you forward on its own.
How do wanderers join my crowd?
One joins the moment it crosses your rim rather than when you touch it. The rim is an ellipse drawn at radius 200 and flattened to 0.8, so sweeping its edge past a group recruits more than standing inside one.
How long does a round last?
60 seconds, counted down on the field as [NUMBER] SEC. The results panel then reports YOU HAVE FOLLOWERS together with your final total.
Why does the score jump in big steps?
Recruits are not worth the same: the build carries tiers at 100, 1,000 and 10,000 points, so a single high-tier figure outweighs a hundred ordinary ones. Your crowd itself caps at 60 followers.
What is the 20-follower threshold for?
At 20 followers the destroyer unlocks for your leader. Wiping an entire rival team pays 100,000 points, which is more than a collection-only run is likely to reach.