Levels¶
Distracted! isn't a fixed campaign — it's an endless, escalating pool of levels. Each one is the same core loop on a different map, so the interesting differences are theme, task, and difficulty, not the rules.
What a level is¶
A playable level is a map paired with an NPC difficulty:
- The map provides the theme (Office, Construction, Desert, Towers, and more), the layout, and the delivery task — collect 3 + 2 per player items and get them to the Drop Zone. Some maps add a delivery twist (a fill station, a throw skill-check, a colour-sorted chest, a climb-and-slide return).
- The NPC difficulty — Easy, Medium, or Hard — decides which distractors can spawn:
| Difficulty | Distractor tiers |
|---|---|
| Easy | Basic + Slow |
| Medium | Slow + Elite (no Basic) |
| Hard | Slow + Elite + Boss |
Rising difficulty — the "Saw"¶
The game sequences levels so tension rises across a session, then briefly drops whenever a new mechanic is introduced (so you learn it somewhere safe) before climbing again. Difficulty comes from two axes: the map's intrinsic challenge and the NPC difficulty layered on top. As you go deeper, the distractor count plateaus (max 4 at once) and the pressure shifts to tougher NPC types — see Waves.
The roster¶
- Mainline levels run roughly L1 through L13, cycling through themes — the Tutorial Office, construction sites, desert adventures, tower climbs, and more.
- A dedicated Hard tier (levels 201–212) provides a tougher, Boss-heavy gauntlet for experienced teams.
Because the pool is endless and telemetry-tuned, the exact level you get is chosen to match your team's rising difficulty target — no two sessions play quite the same.