Mottle rules and numbers

How Mottle works under the hood, with the timings, counts and scores worked out from the current version of the game.

Updated November 15, 2026 2 min read Unofficial guide

Rules in one breath

Survive each Seek timer without the Alert meter filling. It only rises while a light cone is on you and you're visible, so stand still to blend in. 3 lives, 10 points per firefly, and 100 × the round number for every round cleared.

Camouflage

0.75s

Still to fully hiddenStop moving and the Camo meter fills completely in about three quarters of a second.

0.22s

Moving to exposedStart running and your camouflage is gone almost instantly.

55%

Minimum visibility while runningYou can never sneak while moving. Running always leaves you at least this visible.

7

Terrains, all equalMoss, fern, clay, sand, stone, pond and heather. You copy whichever tile you're on, so none hides you better than another.

The Alert meter

~1.7s

Fully lit in one coneThat's how long it takes to fill from empty. Then you're Spotted! and lose a life.

+45%

Per extra coneTwo cones on you fill it almost one and a half times as fast.

~3.8s

Full drain timeOut of sight, a completely full meter empties in under four seconds.

0

Alert gain while blendedOnce you're (almost) fully blended, a cone passing over you adds nothing.

How Seekers behave

Wide sweep
Scan On arrival, about 55% of the time a Seeker stops and sweeps a much wider cone.
Freeze to lose it
Chase Spotted clearly, it charges you. Break sight and it gives up after ~1.1s.
  • Patrol: walks between points with the cone facing forward.
  • Scan: pauses and sweeps side to side, much wider than its normal cone.
  • Chase: runs at you faster than it patrols, but you are still quicker. You run about three times faster than a patrolling Seeker.
  • Close contact: brushing right past a Seeker while visible gets you noticed even outside its cone.

Round-by-round table

Each round adds Seekers, fireflies and time. Seekers also get slightly faster and see slightly further every round.

RoundSeekersFirefliesSeek timerClear bonusMax points
11413s100140
22515s200250
32617s300360
43719s400470
53821s500580
64923s600690
74925s700790
8+4926s100 × round-

Seekers stop at 4 and fireflies at 9 from round 6. The timer caps at 26 seconds from round 8, but the clear bonus keeps climbing.

Lives and restarts

  • You start with 3 lives.
  • Getting spotted restarts the same round with fresh fireflies. Points already scored stay.
  • Lose the last life and the run ends ("Caught Out"). Your best score is saved in your browser.

Scoring

10

Per fireflyCollect it by touching it while you move.

100 × R

Per round clearedRound 1 pays 100, round 5 pays 500, round 10 pays 1,000.

Late rounds pay the most, so survival beats firefly hunting. Put that to work with the Mottle tips.