GREEDY LOOP worlds guide: six stages, gates, the keeper and surges
GREEDY LOOP is one endless run through six worlds. What each world adds, how gates work, the keeper's hand, surges, the Tear, rankings, replays and where to play.
GREEDY LOOP has one mode: a single endless run through six worlds in a fixed order. There is no level select and no separate daily mode. Instead, each world changes the shape of the road and adds its own kind of pressure, and a gate stands between one world and the next.
The six worlds
- The Moss Ring: a still circle and the teaching world, with the fewest hazards. Blue bumpers make up 20 percent of its walls.
- The Pale Tide: a breathing oval road.
- The Spore Hollow: a figure eight. Drifters arrive here, blocks that slide between lanes, marked by a red X and a ring. This world also takes one lane away.
- The Magma Field: a pinching loop. Lava throws globs onto marked lanes, where fire burns for 4.2 seconds. Touching it is a hit, and a dash breaks it.
- The Spine: a four-leaf clover, with one lane fewer.
- The Tear: a wobbling loop and the last world, with no gate and one lane fewer. Falling slabs rain onto the road, each shown by a growing shadow and an X before it lands.
Hazards get denser and the pace gets quicker world by world: density rises from 0.45 in the Moss Ring to 1.5 in the Tear, and pace from 0.92 to 1.12.

Gates
A world's gate appears when your tier reaches the next world's threshold, about 48, 108, 180, 264 and 360 creatures eaten in the run. The HUD counts it down as N TO THE GATE.
The gate bars every lane but one with stone slabs, and its gap moves between the standing slabs until the gate comes into view. One dash breaks one slab, and the world is crossed only when every slab is down; the gate never opens on its own. Each slab a dash breaks pays 12 times the multiplier, and running through the open gap pays 1.5 times the multiplier into the pot. Breaking a gate gives back one horn and adds a random legendary creature to your line if there is room. Then the road breaks and Kai falls into the next world.

The keeper
Roughly every 50 to 90 seconds the keeper's hand visits. First the face rises as an omen and every hazard on the road is cleared. Then, 8.8 seconds later, the hand blocks one or two lanes, marked by an X on blocked lanes and a ring on the way past. The face never rises in the Tear.
Ramming the keeper's finger with a dash pays 60 points, and a second ram pays 200 and drives the hand away. Running into it without a dash bounces Kai back and costs 4 percent of the score, but no heart.

Surges and rising speed
A periodic SURGE, announced 1.4 seconds ahead, speeds the world up for 6 seconds plus 0.85 seconds per surge so far, scaled per world. Afterwards a 4.5-second lull at 84 percent speed pays a SURVIVED bonus into the pot. After two minutes of run time the speed ceiling also climbs 16 percent per minute, up to 70 percent above normal, whatever world you are in.
The Tear pays
Time in the Tear has no ceiling. Every 30 seconds there adds 0.5 to the release multiplier, shown as THE TEAR PAYS xN, while the pace rises 15 percent and the density 0.2 per minute. Falling slabs replace half of the walls when you arrive, 82 percent after a minute and 92 percent during a surge.

Rankings, continues and replays
Every finished run goes to the DOPAPLAY world ranking, and unnamed runs show as NO NAME. The ranking page has OVERALL, CREATURES FREED and TIME tabs, and the result screen shows your world rank with the name just above yours and the points you need to pass it.
After a fall, a run can be continued once, or twice where rewarded ads are available or Remove Ads was bought. A continue gives back at least one horn, 2.6 seconds of protection and an empty line. After a run, REPLAY & SHARE plays the whole run back and shares it as a link anyone can watch in a browser.
Where to play
GREEDY LOOP is free in the browser, here on dopaplay.io and at greedyloop.com. A Steam version for Windows and macOS is planned for October 28, 2026, at US$7.99 with no ads or purchases.








