Everything the game does, in one page. You do not need any of it to start, but it is all here once you want it.
Play KeywraithYou are at the bottom of a dark arena. Enemies drift down toward you, each one carrying a word. The first letter you press locks onto the most urgent enemy whose word starts with that letter. Every letter after that fires a shot at the enemy you are locked onto, and finishing the word destroys it.
That targeting rule is the whole game. You are not choosing an enemy and then typing, you are choosing an enemy by typing, so the opening letter of a word is a decision and the rest is execution. When two enemies start with the same letter, the one closer to your ward line wins the lock.
You have three wards. You lose one when an enemy reaches your ward line, and one when a projectile hits you. At zero the run is over. Assist mode raises this to five, and runs played with it on stay in your own history but are kept off the public leaderboards.
Dodging is the answer to projectiles, not typing faster. A bolt in the air cannot be shot down. Space is the only thing that beats it, and new players almost always lose their first wards to bolts they were trying to out-type.
Every word you finish raises a combo that multiplies your score, up to double. Longer words are worth more than short ones, and finishing quickly is worth more than finishing slowly.
The two ways of losing combo are deliberately unequal. A wrong key nicks the combo. Taking damage resets it. A typo is meant to cost you something small enough that pressing on is still correct, while a ward is meant to hurt.
A pace is a starting position on the difficulty curve, not a ceiling. All three ramp forever, so choosing Torrent means skipping the opening minute rather than playing a different game.
| Pace | What it is | Compared to Standard |
|---|---|---|
| Calm | Room to read. It still catches you eventually. | Three quarters the spawn rate, slower enemies, shorter words. |
| Standard | Starts fair. Ends badly. | The reference. Opens fifteen seconds into the curve. |
| Torrent | No warm up. Long words from the first second. | A third more spawns, faster enemies, one extra alive at once, longer words. |
For a sense of scale: a 100 WPM typist clears roughly one enemy per second, and Standard passes that rate at about ninety seconds in and never gives the lead back. There is no cap, on purpose. An endless mode that stops getting harder is a treadmill.
Most enemies are plain. Some carry a modifier that changes what typing the word actually requires, and each one attacks a different habit.
| Modifier | What it does | How to handle it |
|---|---|---|
| Mirror | The word reads left to right but must be typed backwards. | Read the last letter first. Fighting the urge to read normally is most of the difficulty. |
| Mimic | Re-rolls its word every few seconds while you ignore it, and freezes the moment you commit a letter. | Do not plan around it. Commit, and it stops moving. |
| Splitter | Breaks into two short fragments when destroyed. | Kill it early, while you have room for the two that follow. |
| Warden | A single wrong key erases all your progress on its word. | The one enemy where slowing down is correct. Accuracy beats speed outright. |
One arena, rising pressure, no end. Pick a pace and see how far the curve lets you go. This is what the leaderboards rank.
Six handcrafted levels, each built around one idea rather than a difficulty number, ending with a boss called The Archivist. All six are unlocked from the first time you load the game. Nothing is gated.
One run generated from the day's date, so every player in the world gets the same words in the same order on the same day. It resets at midnight UTC.
There are twelve achievements, and most of them are quietly instructions: destroy a Mirror by typing backwards, take a Warden with no wrong keys, dodge five bolts in one run, reach wave ten. Working through them teaches the game better than any tip list does.
Yes, completely. There are no advertisements, nothing is sold, and no level or cosmetic is locked behind progress or payment.
No. The whole game works signed out, including the campaign and the daily challenge, with progress saved in your own browser. Signing in with Google only adds cross-device sync, the leaderboards and a profile page.
No. It needs a physical keyboard, so it is a desktop and laptop game. An on-screen keyboard cannot keep up with the arena.
A typing test measures you. Keywraith is an arcade game that happens to be played with the keyboard: enemies move, shoot and take your wards, and there is no text box to type into. If you want a clean measurement of your speed, use a typing test. If you want something to play, this is the other thing.
The shared idea is typing at enemies rather than clicking them. Keywraith adds a dodge and an ultimate, three separate paces, enemy modifiers that change how a word must be typed, a six level campaign with a boss, a daily challenge on a shared seed, and optional leaderboards and friends.
It will make you faster at typing under pressure, which is a real and slightly different skill. It will not teach you touch typing from scratch, because it never tells you which finger to use. A structured course is better for learning the layout; this is better once you already know it.
One run generated from the day's date, so every player in the world gets the same words in the same order on the same day. It resets at midnight UTC.
Sign in with Google and pick a username. Runs finished after that are submitted automatically. Runs played with assist mode on are kept in your own history but filtered out of the public boards.