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.

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.

3 · Overlap the inks to mix them
Where two colours overlap they mix into something stronger:
- Pink and yellow make orange Flare: it sets moths alight, and the fire spreads.
- Teal and yellow make green Vine: it roots moths in place.
- Pink and teal make Plum Sink: it pulls moths together.
- All three at once print Key black, which deletes small moths outright.
Some moths shrug off one colour. When that happens, mix.

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.

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.

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.