About this game Parcel Rush
Development notes
The server decides, the screen predicts
Rounds run on the server at 30 ticks a second and reach screens as 15 snapshots a second. Other players are drawn about 110 ms behind and interpolated, while your own worker is drawn slightly ahead from your current input. Input is sent as a stick position plus a running count of presses, so a lost message is corrected by the next one instead of eating a press.
Why rules version 2
Robot simulations showed three problems: nothing changed across 150 seconds except rush hour; carrying a parcel yourself was always fastest, so only 2–10 of 70–157 deliveries per round involved a pass; and the same play scored 1.5 times more on Loop Belt than on Depot. Incidents and the final rush add shape, the relay bonus and Pass-through’s counter make passing pay, and star thresholds now carry a per-map factor (0.75 to 1.1) set from simulation averages. Incidents are drawn separately from the parcel order, so every Today’s Warehouse team meets the same ones.
A robot that yields
The earlier robot raced the human for the same parcels. It now predicts what you’re about to grab, including the direction you held a tick earlier, so a quick turn doesn’t let it steal your parcel. Two robots could also yield a spilled pair to each other until time ran out, so robots now ignore each other’s claims on floor parcels.
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