How to play & controls Parcel Rush
Parcel Rush is a real-time warehouse game built on one action button. Empty-handed, it grabs the nearest parcel within reach just in front of you; carrying, it throws the way you face. A thrown parcel slides about four tiles (a big box about 1.6), bounces off plain walls, drops into any chute it reaches and is caught by the first empty-handed player it passes within half a tile of.
Co-op rounds use four maps: Depot, Loop Belt, Split and Pass-through. Parcels arrive faster as the clock runs down, rush hour runs from 1:30 to 1:00 on the clock, two warehouse incidents strike mid-round after a three-second warning, and the last 25 seconds are a final rush. A parcel that went through two or more players’ hands earns a +5 relay bonus when sorted.
Versus puts two teams of one to three on either side of one shared belt, racing to a target score.
Goal
2–4 players have 150 seconds to sort parcels from the conveyor into the chute with the same color and symbol, scoring as a team.
How it works
- Pick 'Solo Practice' on the menu to start a free practice round right away with one robot teammate (sign-in required).
- Move with WASD or the arrow keys and stand in front of a parcel on the belt. On phones, press and drag on the left side for a joystick.
- Empty-handed, press Space or J (✋ on phones) to pick up; press again while carrying to throw where you face.
- Throw at the chute with the parcel's color and symbol to drop it in: +10 if it matches, −5 if wrong, −5 if it falls off the belt end.
- An empty-handed teammate catches thrown parcels. Pass to teammates to cover far-away chutes.
Modes
Solo Practice
You and one robot teammate in a private free round that starts at once, no sign-in needed. With no other human in the room, opening the leave menu or switching windows pauses the round.
1:1 Versus Practice
A Versus round against one robot on Team B, started in one click without signing in; it pauses like Solo Practice.
Quick Join
Joins a public room still in its lobby with a free seat, or opens a new public room and waits. Sign-in required.
Room with Friends
A private room joined by code or invite link. The host adds robots, switches between 🤝 Co-op (up to 4) and ⚔️ Versus (up to 6) and starts each round. Late arrivals play from the next round, and a robot gives up its seat when a person joins a full lobby.
Today’s Warehouse
A signed-in host starts it from a co-op lobby; the map, parcel sequence and both incidents come from the UTC date. Robot-free teams finishing above 0 are ranked by team size, and everyone present at the end is credited.
Versus
The host splits the room into Team A and Team B, up to three each; teams must be equal to start. First to 200 (1:1), 300 (2:2) or 400 (3:3) wins at once; otherwise the higher score after 180 seconds wins, a tie is a draw, and a team that empties out loses by walkover. No incidents, relay or final-rush bonus, and no ranking.
Controls
| Action | Mouse & keyboard | Touch | Gamepad |
|---|---|---|---|
| Move | WASD or arrow keys | Drag anywhere on the left 60% of the screen | Left stick or D-pad |
| Pick up / throw | Space, J or Enter | ✋ button | A / × |
| Aim a throw | Face the target; a dotted line previews the slide | Same, with the stick | Same, with the stick |
| Emote | Number keys 1–6 | Emote buttons in the top bar | X / □ (sends 👍) |
| Highlight a destination | Click its chip, e.g. ●1 3 | Tap its chip | — |
| Leave (pauses a solo round) | Esc or Leave room | Leave room | START |
Tips
- ⏱ Express parcels give +10 if sorted within 25 seconds; big boxes are heavy but worth +5 more. 60–90 s is rush hour.
- Quick Join drops you into an open room; 'Room with Friends' gathers 2–4 players with a 4-character code or invite link.
- Today's warehouse is ranked by team size. Rounds with robots, and free practice, are not ranked.
- Every color also has a symbol (● ▲ ■ ★), so you can match by symbol if colors are hard to tell apart.
- Stick/D-pad: move; A/×: pick up/throw; X/□: emote; START: leave menu.
Strategy tips
Sort from range
A normal parcel thrown straight at a chute from up to about four tiles away drops in, and the dotted guide turns green when the slide ends in the matching chute, red for a wrong chute or the loss bin. Big boxes slide only about 1.6 tiles and cut your walking speed by a third, so carry those closer.
Know the belt clock
Unblocked, a parcel rides about 11 seconds from spawn to the loss bin on Depot, 17 on Loop Belt and 10 on Pass-through, but only 3.4–4 on Split, where two short belts meet at a bin in the middle. A belt parcel flashes a red border in its last three seconds. The destination chips count waiting parcels per chute, and the ! figure adds those about to drop and expresses with five seconds or less.
Read the incidents
The two incidents are always different kinds, the first with 1:57–1:50 left and the second with 0:51–0:44. A chute jam shutters one colour for nine seconds and bounces anything thrown at it, even point-blank, so hold that colour or sort others. Belt overdrive runs the belt 1.8 times faster for nine seconds. A pallet spill bursts six parcels, one express and one big, from a floor spot marked by a yellow ⚠ ring.
Stack the final rush
In the last 25 seconds every correct sort gets +5 and the gap between parcels shrinks by a quarter. A relayed express sorted in time then scores 10 + 10 + 5 + 5 = 30. A wrong chute or lost parcel still costs 5 and resets the streak.
Let the robot feed you
The robot leaves you parcels within 1.5 tiles of your hands or just ahead of where you’re walking, and goes for parcels far from you. It throws to you when you’re empty-handed, 1.2–3.4 tiles away in a clear line, and either closer to the right chute or standing still; it never passes big boxes. Throw a parcel onto open floor and it runs to where it will stop, catches it and sorts it.
Versus: own the belt
Belt parcels go to whoever grabs first, floor parcels on the other side can’t be picked up, and a throw that reaches the middle belt rides it instead of crossing. Losses cost nothing in Versus, but a wrong chute still costs your team 5. Your chutes sit about seven tiles from the belt, so throwing to a teammate mid-floor saves the walk.
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