In the headset: point at a table or floor and pull the trigger to drop the grid.
STICK (easiest): push the thumbstick left/right/up/down to turn β always relative to where the serpent is already heading, so you never have to point backwards.
FLICK: tilt your hand off its resting pose to turn. It re-centres on your hand after every turn, so holding still goes straight.
AIM: point along a world axis and the serpent snaps to it. Hardest of the three.
COCKPIT view fixes the "which way is up now?" problem β you sit inside the grid at the serpent's head, seeing only the wireframe. Left is always left, up is always up. The room disappears while you're in there.
Cockpit moves you, so it can cause motion sickness where the tabletop view can't. There's a comfort vignette and the horizon is held level; if it still gets to you, switch back to TABLETOP or drop to SLOW.
Flat, tabletop view: arrows or WASD steer relative to your view; Q / E push it away from and toward you. Drag to orbit the box.
Flat, cockpit view: arrows turn the serpent relative to the screen β same as steering in the headset.
Eat the glowing bait to grow and score.
Infinite: leave one face, come back through the opposite one.
Old School: the walls are lethal β +50% points for the risk.
Crossing your own body ends the run, wherever you are in the volume.
Exit: the B or Y button, the red EXIT on the floating panel, or the EXIT button in the corner.
A / X re-places the grid box mid-run.
SCORE 0
SCORE0
RUN TERMINATED
Score: 0
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