Press kit
DON'T MOVE is a free browser game with one rule: when you're watched, don't move. Alone, it's a neon arcade game: guide a light through 16 levels and freeze whenever a giant eye opens. With friends, it's a phone party game: one person holds their phone perfectly still for 25 seconds while everyone else, on their own phones, tries to make them move.
Facts
- Developer: Peerware Ltd, registered in England and Wales.
- Public since: 12 September 2026.
- Plays on: any browser. The arcade game plays with a mouse or a finger; the party game uses each phone's motion sensor (iPhones ask once for motion access).
- Players: one alone (the arcade game, 16 levels in 4 worlds), or up to 10 in a party room joined by link or QR code.
- Arcade game since: 17 October 2026, after a rebuild of the solo game.
- Price: free. Optional £3 packs of extra forfeit ideas; the game is complete without them.
- No app, no account. Nothing to install, no sign-up.
- Languages: English, Spanish, Portuguese, Hindi, Indonesian, French, German, Arabic, Japanese.
- Address: dontmove.fun
What it is
The arcade game: guide the light down a glowing corridor to the exit without touching the walls. When the eye opens, freeze: any movement while it watches costs a life, and it plays dirty, with flashes, screen shakes, a fake "GO!", a fly and a spider. Saw blades, sweeping arms and a creeping dark stop while it watches, so freezing is always safe. Three stars per level: escape, collect three shards, beat the par time.
The party game: the person holding the phone keeps a thumb on the screen and a dot inside a circle while an arrow asks for slow tilts, and the circle shrinks as the 25 seconds run out. Everyone else attacks from their own phones: the host plays sabotage cards (a flashbang that whites out the screen, a haptic strike that shakes the phone, EYES OFF to black it out, one fake "YOU MOVED"), and the rest throw emoji at the screen or press SCARE THEM. A jerk, a drift out of the circle or a lifted thumb loses. Last the 25 seconds, and whoever set the forfeit does it instead.
Alone, there are levels against the phone, a daily round that is the same for everyone, an endless mode, and dares: a link that sends a friend your time to beat.
How it is built
- No game server. Rooms are a star over WebRTC; a public broker only introduces the phones. The host relays every message and checks the sender's role and card charges first, so nobody in the room can forge a result.
- A flinch detector. Slow drift is smoothed so a shaky hand isn't punished; a sudden jolt is judged on the raw samples, scaled by the time between them, because a flinch is over before smoothing would notice it.
- A hand-written QR encoder for the room code, so the game has no runtime dependencies beyond the WebRTC library. Tests read it back with an independent decoder.
- Counting without cookies: events go to the game's own database with a random id per page load; nothing is stored on the phone.
Screenshots
Logo: SVG · PNG, 512 px. Clip: MP4. Free to use in coverage of the game.
Contact
admin@peerware.site. Happy to answer anything, set up a room to play together, or explain how any part works.
How to play · Forfeit ideas · Steady hand test · Privacy · Terms & refunds · Play


