Overprint: All-Nighter

How to play

A bullet heaven you print.

A night at The All-Nighter in six short steps. You only ever steer: everything else prints on its own.

1 · Move

Touch anywhere and drag to steer Pip. The stick appears under your thumb, so one thumb is enough for the whole night.

Keep moving: paper moths come from every side, and standing still lets them close in.

Night 6, The Last Edition: two large warning circles are drawn on the floor around Pip, who stands in pink and yellow ink among paper moths.
IllustrationKeep moving: Pip in the middle of Night 6 with warning circles marking where the next strikes will land. Pre-release preview on Android tablet, played automatically, with Pip's health held so the run reaches the busier middle of the night. Cropped only to remove developer-only overlays.

2 · Your drums fire on their own

Pip's ink drums print by themselves. Each one lays its colour on the floor around you, and moths caught in the ink take damage.

Pink burns, teal binds and yellow shines. You choose where the ink lands by where you walk.

Night 4 in the Paper Mill: pink, teal and yellow ink spread out from Pip; where teal meets yellow it turns green, and moths fold inside it.
IllustrationThe drums print on their own: pink, teal and yellow ink fields around Pip on Night 4. Pre-release preview on Android tablet, played automatically, with Pip's health held so the run reaches the busier middle of the night. Cropped only to remove developer-only overlays.

3 · Overlap the inks to mix them

Where two colours overlap they mix into something stronger:

Some moths shrug off one colour. When that happens, mix.

Night 1 on The Shop Floor: Pip stands in a pink ink field; yellow ink overlaps it into orange, where a swarm of paper moths is folding.
IllustrationPink and yellow overlap into orange Flare, setting a swarm of paper moths alight on Night 1. Pre-release preview on Android tablet, played automatically. Cropped only to remove developer-only overlays.

4 · Level up and pick a card

Moths drop type blocks. Walk over them to fill your proof strip; a full strip is a new level.

Each level offers a few cards: plates give your drums new things to print, halftones change how a drum prints for the rest of the night, and stamps are lasting boosts. Pick one and the night carries on.

A level-up screen titled Choose the drum's first plate with three cards: Spray, Trail and Border, each describing how the drum lays ink.
IllustrationA level-up offer: pick one card and the night carries on. Pre-release preview on Android tablet, played automatically, with Pip's health held so the run reaches the busier middle of the night. Cropped only to remove developer-only overlays.

5 · Survive the night

A night runs for fifteen minutes. Big moths arrive at five and ten minutes; if you can't finish one, it leaves after a while.

At fifteen minutes the swarm clears and the Shredder arrives. It heals by eating moths, so keep them away from its mouth. If it is still standing at dawn, eighteen minutes in, it retreats and you have survived the night.

Night 2 boss fight: Pip stands under the jaws of a giant paper shredder, The Shredder: Cross-Cut, with a pink ink band, a yellow ring of ink and a hazard-striped zone beside them.
IllustrationThe Shredder: Cross-Cut, the boss at the end of Night 2. Pre-release preview on Android tablet, played automatically. Cropped only to remove developer-only overlays.

6 · Every night prints a zine page

Win or lose, the run prints as a zine page: your ink, your moths, your night. Save it, share it, or pin your favourites on the Zine Shelf.

Every night prints a page, even the bad ones. Especially the bad ones.