Office Break Games

Katana

The heaviest blow: one cut fells anything, printers included, at a middling reach and pace.

Let go at 17:59. Back at midnight. The office remembers you.

Enter / Space

How to play Office Ronin

Let go at 17:59, a rōnin is back at midnight, and the office has turned on him. Staplers, monitors, chairs and printers come alive and fly at him along four lanes: high and low on the left, high and low on the right. He climbs the building floor by floor, and every floor ends with a boss.

Every press is a blow down one lane, and each lane has its own stance. Cut everything down before it reaches you. Pick your weapon before the round: katana, kama, yari or kunai.

Rules

  • A blow lands on the nearest thing in its lane anywhere past the small tick on that lane, which marks your weapon’s reach. You don’t have to wait for things to arrive.
  • Things take different numbers of blows. A stapler always falls to one. A monitor or a chair takes one blow of the katana, kama or yari and two kunai. A printer takes one katana blow, two of the kama or yari, three kunai. Diamonds over a thing show how many blows it still takes.
  • The four weapons sit on a grid of reach and speed. The kama, a pair of sickles, is fast but reaches only things almost upon you, and every strike cuts with both. The katana has a middling reach and pace and hits hardest. The yari reaches furthest but recovers slowest. The kunai are thrown: long reach, the fastest hand, the lightest blow.
  • Things are thrown from the far side of the room: they arc up out of view and come down the mouth of their lane, and red strokes at the lane’s mouth warn you just before. Monitors come down the high lanes, chairs roll in along the floor, staplers and printers come either way. A blow that doesn’t finish a thing knocks it back up its lane.
  • A blow struck late, past the double tick near the end of the lane, is a perfect cut: it scores double.
  • Each floor has a quota of things to cut down, 15 on the first and 3 more on each floor after. Then the floor’s boss appears in the window and throws everything at you. Before each throw it raises the thing towards the side it will come down, up for a high lane, down for a low one. A perfect cut sends a boss’s throw back at it; three on the first floor, one more on each floor after, up to six, bring it down for 25 points times the floor.
  • Every department adds a thing of its own. In the mailroom, parcels burst into two envelopes. In IT, cables come down both lanes of a side at once, and both ends need cutting. In accounting, ledgers take exactly two blows with any weapon, and the first knocks them across to the other side. In the meeting rooms, an invite you don’t cut perfectly is rescheduled to the other side. In the kitchen, a mug you cut spills steam over the far half of its lane. In HR, reviews come back once, faster, for revisions. The executive floor sends all of it.
  • Each department has its own boss. The Rubber Band Ball and the Franking Machine, which throws two at a time; the Blue Screen, whose throws stutter down their lanes; the Hanko Daimyō, who only takes a ledger sent back with its closing blow; Kaigi-bōzu, the meeting monk, who heals when a rescheduled invite is cut late; the Microwave, three throws at a time; the Reply-All Swarm, fast and in pairs; and the Shōgun of the 40th floor, who feints with his wind-up. The red marks at a lane’s mouth always tell the truth.
  • With the boss down, choose one of three omamori, lucky charms, and take the stairs. Third Coffee recovers faster, Ergonomic Chair adds a fourth life, Second Monitor shows where each throw will land from the start, Paper Shredder softens printers, Casual Friday lengthens your reach, Out of Office absorbs the first hit on each floor, Overtime doubles how fast the multiplier climbs but makes a swing at nothing cost a life, and Team Lunch gives a life back.
  • A stapler scores 1, a monitor or a chair 2, a printer 3. Every 12 things cut down in a row raises the multiplier by one, up to ×4. Being hit or striking at an empty lane resets it, and a blow at nothing also takes longer to recover from.
  • Three hits and the run ends; your result is your score and the floor you reached. After each hit everything in the air drops and the next wave starts a moment later. Things fly faster and come closer together the more you cut down.

Controls

← → ↑ ↓
Turn to that side or height and strike
Q A E D
Strike high left, low left, high right or low right
Space
Strike again where you stand
Mouse / touch
Click or tap the quarter of the screen to strike; lane buttons on phones
1 2 3 4
Choose katana, kama, yari or kunai before a round
1 2 3
Choose a charm between floors
P / Esc
Pause
Enter / Space
Start

Tips

  • Strike early. Anything past the tick can be cut, so meet things at the edge of your reach and you have time for a second blow.
  • Don’t swing at air. A miss costs you the multiplier and leaves you open for longer, which is how a printer slips through.
  • With the kunai, start on printers as soon as they cross the tick: three throws take a while even with the fastest hand.
  • Against a boss, don’t rush: wait for the double tick. A normal cut still clears a throw safely, so take the perfect cut only when you are free.
  • Read the slingshot, not the sky. The band points to the side and the height the throw will come down long before it does.
  • With the katana, one blow is always enough, so the only question is timing. With the kama, wait: its reach is short, and a swing too early leaves you open just as the thing arrives.

Office Ronin strategy

Floors, bosses and charms

The first floor ends after 15 things, and each floor after needs 3 more. A boss takes as many perfect cuts as the floor number plus two, up to six, and pays 25 points times the floor. Its throws arrive at the same pace as everything else, but each is announced 0.4 to 0.6 seconds early by the boss’s wind-up (only the first of a volley; the rest follow without one) and then flies through the room for three quarters of a second before it reaches its lane, so you always know the side and height in time. Perfect cuts start at 88% of the lane, the double tick. Among the charms, Team Lunch and Ergonomic Chair keep a long run alive, Third Coffee and Casual Friday stack twice, and Overtime suits only a steady hand: a single whiff costs a life.

Departments in numbers

A parcel has 2 hit points, so one katana, kama or yari blow or two kunai, and it bursts into envelopes that start well back from your reach and flutter in at 80% of their speed, the second behind the first. A cable’s low end follows its high end by one of your recoveries plus 0.15 seconds. Ledgers always take exactly two blows, which makes them the kunai’s best friend and the katana’s worst. Steam from a mug lasts 4 seconds and hides the far half of the lane, but the red marks still show where a throw comes down. A rescheduled invite or a revised review never comes back a second time, and the time they need is already counted into the gap before the next thing.

The weapons in numbers

Recovery between blows is 0.15 seconds for the kunai, 0.16 for the kama, 0.34 for the katana and 0.42 for the yari, and a blow at an empty lane adds another 0.26. Reach is how much of a lane a blow covers: the last 64% for the yari, 52% for the kunai, 42% for the katana and only 28% for the kama. The kunai does 1 damage a blow, the kama 2 (one cut with each sickle), the yari 2 and the katana 3, against a stapler’s 1 hit point, a monitor’s or a chair’s 2 and a printer’s 3.

Every wave is fair

Things are timed by when they arrive, not when they are thrown. Each one reaches you only after the one before has had time for all its blows at your weapon’s recovery, plus a breather that starts near a second and shrinks to about a tenth of one by your 70th kill. So a printer is always followed by a gap the size of two yari thrusts or three kunai. If two things seem to land together, one of them was in reach earlier and you waited.

Use the knockback

A blow that doesn’t finish a thing knocks it back up to a tenth of its lane, never out of your reach, and holds it still for 0.14 seconds. Met at the edge of your reach, a printer can take every blow it needs well before it lands. Met late, the second blow is a race. A press made while you are still recovering is kept for up to 0.32 seconds and played the moment you can strike, so you can tap the next lane a fraction early.

Speed and the multiplier

Things start by crossing a lane in 2.1 seconds for a stapler, 2.5 for a chair, 3 for a monitor and 3.8 for a printer, and fly 1.1% faster with every kill, up to 2.3 times as fast at about 120. Every 12 kills in a row adds one to the multiplier, up to ×4 from 36. A hit or a blow at nothing sets it back to ×1, so late in a round a careful game scores more than a quick one.

About Office Ronin

Office Ronin is an original game of ours. A rōnin was a samurai with no lord to serve, left to wander; ours wanders an empty open-plan office. The four lanes come from the LCD catching games like our Puck Catcher, and the stances (jōdan, gedan, hassō and waki-gamae) are the classic guards of Japanese swordsmanship.

Unlike the handhelds it isn’t played in beats: things fly smoothly and you can cut them down anywhere within reach. The game spaces them so that each can be dealt with by the weapon you chose.

Questions

Which weapon is best?

Each keeps its own best score, so play the one you like. The kunai is the most forgiving: it is fast and reaches far. The kama is the riskiest: fast and hard-hitting, but only up close, so its rounds tend to be short and quick. The katana and yari sit in between.

How do I beat a boss?

Cut its throws late, past the double tick near the end of each lane. A perfect cut sends the thing back at the boss, and each one knocks a diamond off under it. Normal cuts keep you safe but don’t hurt it.

Why didn’t my blow land?

The thing was not yet past the tick on its lane, your weapon’s reach. A blow at an empty lane takes longer to recover from and resets the multiplier.

What is a rōnin?

A samurai with no lord to serve, which in old Japan meant no stipend and no place. Ours has no armour and no master either: just a headband, a weapon and an office full of flying furniture.

How do I play on a phone?

Tap the quarter of the screen you want to strike, or use the four lane buttons under the game.