A fox is crossing the dark water under your hydrophone array, and you cannot see it. Each sonar ping you fire sends an expanding ring across the scope — when it reaches the fox you get one ghostly contact, smeared by range error, hanging on the phosphor as it fades. Read the contacts across three pings, work out where the fox is heading, then drag a net box onto where it will be, not where it was. The fox learns where you ping and slips the net; the glowing rim arc is the clock, and three escapes end the night. Radar-night presentation: black scope, green rings and noise, a sweeping bearing line and a ghostly fox blip.
How to play
Click (or tap) on the scope to fire a sonar ping — the expanding ring reveals a ghostly contact when it passes over the hidden fox.
Drag a box on the scope to drop a net — it must be at least 0.09 wide and tall on the scope, and it closes where the fox is predicted to be a beat later.
Press Enter or Space (or click) on the title card to begin the hunt; the same restarts after the night ends.
P · pause (P or Esc again to resume) · M · mute the array audio.
Goal: secure 8 contacts to catch the fox. Each round gives you a limited ping budget, 3 nets (4 from track 5), and a rim-arc timer — when it empties, or when pings and nets are all spent, the fox slips away.
Score: 100 points per track level per netted fox, plus bonuses for unused pings, unused nets and a tight net (precision). Three escapes end the hunt.