Nikita Petrov Apps
NEARCOIL Guide

Charge and multiplier

The meter above the board is the heart of the score. It sets the multiplier from ×1 to ×8, and the multiplier multiplies every point.

The meter

The meter is split into segments, one per multiplier step; filling a segment raises the multiplier by one. Play safe and it drains; keep playing close and it stays up.

×1
×1: an empty run.
×3
×3: two segments full, the third filling.
×5
×5: overload begins — the last segments jitter and arc.
×8
×8: the top.

How the multiplier climbs

Each step up the multiplier is worth more and is harder to hold:

MultiplierPaceGRAZE effectivenessCharge decay
×1–×2CalmHighSlow
×3–×4BriskReducedModerate
×5–×6FastLowFast
×7–×8Very fastVery lowVery fast

Regular grazing is enough to build the early multiplier levels. At higher multipliers, risky maneuvers (SQUEEZE, THREAD, NEEDLE) and Circuit Events become the main way to keep the multiplier alive.

What builds charge

From small to big:

Some Campaign levels scale all gains (e.g. "charge 130%").

Keeping it alive

Keeping a high multiplier means chaining: a close call or maneuver every couple of seconds. Skimming along a lane keeps the meter steady even when each skim adds little.

Machine stages

Reaching ×3: the giant ×N slams into free space for half a second.
Reaching ×3: the giant ×N slams into free space for half a second.

The look of the board follows the multiplier in stages, so you can feel your level without reading the meter:

Every upgrade slams a giant ×N into the part of the board away from your head. Dropping a stage plays a power collapse: the edges go out and a dark wave runs from head to tail. All of this is cosmetic and the same in every theme; Settings can reduce shake and flashes.

Hunger

A healthy run: nodes eaten regularly, close calls pay in full.
A healthy run: nodes eaten regularly, close calls pay in full.

Close play against your own body fades if you go a long while without eating: for some time after the last node it pays in full, then its value falls steadily to zero. The next node brings it back in full at once.

Hunger reduces the points of close calls and of SQUEEZE / THREAD / NEEDLE against your body. It does not touch:

The game shows it: the node starts to ripple its brackets (faster and brighter the hungrier you are), body arcs dim, and the first close call at half value or less says CLOSE CALLS FADING - EAT TO RECHARGE. Normal play eats far more often than this and never notices; it exists so that circling along your own body forever does not pay.

Exact thresholds, drain per step and hold times: Advanced mechanics.