More about Still Shot
Still Shot turns a shooter into a planning game. Because time only moves at full speed when you do, you can stop, study where the bots are, trace the lines of fire and decide on a route before committing to it. The skill it trains is the balance between patience and pace: standing still keeps you safe, but every second spent in a room also lowers your speed bonus, and one hit ends the run.
The run is a sequence of 12 rooms, from the Training Deck and Warehouse 9 to the Night Train and the Server Vault. Early rooms introduce grunts, shotgunners and snipers; later ones add shield bots, blade bots and drones. Rooms 4, 8 and 12 are boss rooms: the Bulwark, the Duelist and the Prism Core.
Scoring and progress
Each kill scores points that depend on the bot, and a cleared room adds 100, or 300 for a boss room, plus a speed bonus that shrinks the longer you take. Stylish kills such as double kills, deflects, thrown weapons, barrel blasts, crossfire and silent kills add extra. A room is clean if you took no hit and your accuracy was at least 70 percent, and consecutive clean rooms raise the room multiplier from ×1.25 up to ×2.5. A run is graded D to S.
Common questions
Does time really slow down when I stand still?
Yes. Time crawls while you are not moving and returns to full speed as soon as you move, which gives you a moment to plan around bots and tracers.
How many hits can I take?
One. On Medium and Hard a single hit ends the run. Easy gives you a shield that soaks one hit and recharges after each boss.
What do the three difficulties change?
They change how many bots appear, how fast and accurately their shots travel, how often they dodge and how much ammo and how many grenades you get. Hard also removes shield cells.