INTO THE PITS — The Pit Survival Manual
Everything we wish someone had told us before our first Wall of Death.
What kind of game is this?
INTO THE PITS is a physics brawler about being a metalhead at a metal show. You are one body in a heaving mosh pit; everyone around you is swinging, charging, and occasionally cartwheeling. Your job is to stay on your feet longer than everyone else, knock moshers down for score, scoop the gold they drop, and survive whatever the pit decides to do next — which every half minute or so is something organised and terrible, like the entire crowd splitting in half and charging itself.
A run (we call it a set) ends when your health hits zero and the crowd carries you out. Between sets you spend gold on permanent upgrades and new abilities, tweak your look, and go straight back in. Sets last anywhere from forty seconds (bad Wall of Death placement) to ten minutes and beyond (you, a legend, dancing through the chaos).
Controls — your fists work on their own
The single most important thing to understand: you do not press a button to punch. Get near a mosher and your character swings automatically at the nearest target, as fast as your punch speed allows. All of your actual inputs are about where you are standing and which special move to fire:
- WASD / arrow keys (or left thumb on mobile) — move. This is 90% of the skill.
- SPACE, Q, E, R (or the round buttons on mobile) — fire the ability equipped in that slot. You choose which four abilities to bring in from the menu.
- Standing still — your metalhead headbangs. This does nothing. It is still the correct thing to do while you wait for a cooldown.
Because punching is automatic, positioning is everything: face the crowd from an angle where one mosher is in reach and three aren't, and you win the exchange. Wade into the middle and five of them auto-punch you.
Score vs gold — two different currencies
Every knockout pays twice, in different ways:
- SCORE is your bragging number. It arrives instantly, scales with your combo (knockouts within 3 seconds of each other chain: 100, 200, 300…), and posts to the global scoreboard. Score resets every set.
- GOLD is the economy. It does NOT arrive instantly — it physically falls out of the people you flatten and lands on the floor as coins. Walk over coins to scoop them. Coins fade after about twelve seconds, and the crowd doesn't pick them up, but a Wall of Death happening on top of your unclaimed earnings is a tragedy we've all lived.
Moshers knocked out by other moshers (it's a pit, it happens constantly) also drop a little change. A patient scavenger can fund an upgrade habit without throwing a single punch of their own. We don't judge. The pit judges, but we don't.
The nine upgrades
Every upgrade levels forever — the exponential price curve is the only ceiling.
| Upgrade | What it does | Our take |
|---|---|---|
| 👊 Iron Fists | +8 punch damage per level | Fewer punches per KO — the pit's bread and butter. |
| 🥁 Fast Hands | +12% punch speed per level | Multiplies with Iron Fists. The DPS pair. |
| 🪖 Thick Skull | +25 max health per level | Buy some before your first boss. Trust us. |
| 🥾 Steel Toes | +10% move speed per level | Positioning is the game; speed is positioning. |
| 💪 Windmill Arms | +15% reach & knockback per level | Punch people you can't touch yet. Sneaky-good. |
| 🤘 Pit Presence | +20% gold earned per level | Pays for everything else. Early levels first. |
| 🍻 Iron Liver | +15% buzz per beer per level | Every trip to the bar goes further. |
| 🥴 Beer Muscles | +15% drunk damage bonus per level | Turns the drunk meter into a weapon system. |
| ⚡ Second Wind | Get back up once more per set, per level | A whole extra life. Expensive. Worth it. |
The bar, the beer, and the drunk meter
Front-left of the pit, under the pink neon, is THE PIT STOP — a real bar with a bartender who has seen everything. Walk up with a free hand and press F (or tap the 🍺 button) to buy a beer with the gold you scooped this set. Chug it and your DRUNK meter — the amber bar under your health — fills up.
Here is the deal the meter offers: every point of drunk makes your punches hit harder, up to +50% damage at a full meter (the HUD shows your live multiplier). It drains slowly on its own, and past the halfway mark your legs start improvising — you will weave. Damage you can't aim is still damage, but budget for the walk back to the bar. And keep the empty: a chugged bottle stays in your hand as a perfectly good throwable.
Loot — one hand, one item, big decisions
Things drop onto the pit floor now: from knocked-out moshers, from downed bosses, and once per song from the band itself. Walk over anything glowing to pick it up. You carry one item at a time, and F uses whatever you're holding.
| Item | Where it comes from | What it does |
|---|---|---|
| 🎸 The V | Long Hair Luke drops his | Three swings of chain lightning — arcs through up to five bodies. |
| 🎻 Bass | Boss drops | Three enormous 170° blasts. All bottom end. |
| 🪕 Acoustic | Boss drops | Two strums; each one makes the entire pit stop fighting you for six seconds. Even bosses. (Not the robot. The robot has no soul.) |
| 🍺 Bottle | ~7% of crowd KOs, or the bar | One in four still has beer in it. Full: chug for buzz, keep the empty. Empty: throw it. |
| 🥃 Pint glass | ~7% of crowd KOs | Throw-only. Hits hard, staggers whoever it finds, shatters gloriously. |
| 🔻 Guitar pick | The band tosses one after every song | Throw it for almost no damage. A collectible with delusions. |
The eight abilities — and building your loadout
Abilities unlock with gold, level up to 3, and you can only bring four into the pit — pick them in the menu and they map to SPACE, Q, E and R in the order you equip them. A few honest scouting reports:
🪙 Throw Change (cheapest unlock)
Flings five of your gold into the crowd in front of you. Everyone hit stops dead for over a second, mid-swing, presumably doing the mental arithmetic. The best panic button in the game and the funniest crowd control we have ever shipped. Bosses are not interested in your money.
🦵 Big Boot
One heavy kick with roughly triple knockback. The victim doesn't just fall — they travel. Use it to launch a charger off their line, or to donate a body to the far side of the pit.
💢 Excessive Elbows
A one-second flurry of overhead elbows into whoever is directly in front of you. Highest single-target damage in the game. This is your boss-melter: back a boss into the barrier and elbow like your grandmother is watching.
🤸 Hardcore Cartwheel
An untouchable roll in your movement direction that clips everyone you pass through. It's a dodge first and a weapon second — cartwheel through the Wall of Death, out of a closing circle pit, or straight through Shawn's charge like an absolute lunatic.
🚜 The Lawnmower
You stop, plant your feet, yank the pull-cord twice — and then mow a dead-straight line through the pit, bodies flying off the blade. The wind-up is real: half a second of standing still, committed. Aim before you pull.
🌀 Windmill
Arms out, everything within range gets hit, repeatedly, for about two seconds. The classic. Best used standing in the densest part of the crowd, which is also the worst place to be standing — that's the trade.
🌪️ Spin Kick
One full spinning kick that hits everyone around you, hard, instantly. Shorter cooldown than Windmill, no channel time. When you're surrounded, this is the answer.
😤 Berserk (most expensive)
Five-plus seconds of seeing red: more damage, more speed, half incoming damage. Turns a cornered situation into a highlight reel. If a boss and a circle pit ever happen at the same time, this is why you bought it.
Pit events — the crowd organises
🧱 Wall of Death
The big one. The crowd splits to the left and right walls, a three-second countdown runs, and then both halves charge each other at full sprint. During the countdown the crowd behind you physically closes ranks — there is no hiding at the front or the back of the pit, and the chargers actively aim for your row. Your options: join a wall (charge with them — moving with the wall makes head-on hits survivable), dodge through (slip through a gap in the oncoming line — a cartwheel makes this trivial), or tank it (bad plan, but Berserk makes it a plan). Surviving pays a gold bonus. The two lines annihilating each other also leaves the floor absolutely covered in coins. Just saying.
🌀 Circle Pit
The crowd forms an evenly-spaced ring and runs counter-clockwise, spiralling tighter as it goes. Run with the flow inside the lane and you earn a steady gold trickle. Stand in the lane going the wrong way and you will be reminded which way the lane goes. And do not — do not — camp the middle: in the final seconds the pit closes, the whole ring collapses inward, and anyone caught inside gets swarmed.
🤸 Stage Diver
Someone launches off the stage. A pulsing ring marks the landing zone; you have about a second and a half to not be in it. The impact knocks out everyone at the epicentre — which, again, is a lot of coins on the floor if you happened to be standing just outside.
💚 Power Ballad
Rare. The band drops into something slow and a circle of warm light appears on the floor. Standing in it heals you fast. So does everyone else want to. The healing circle is the most violently contested real estate in the game and we find that very thematically correct.
The bosses — all nine of them
Bosses arrive from about ninety seconds into a set and keep coming on rotation, each under their own purple spotlight with a nameplate and a health bar. A field guide:
💀 Skinny Jean Jarrad
A full head-and-a-half taller than the crowd, all elbows and emo-black hair and immaculate denim. Zero interest in the pit — he walks at you, at your speed, forever, and sweeps everyone who crowds him. Keep moving. He never stops. Neither should you.
💪 Shirtless Shane
Wide as a doorway, studded armbands, unbothered by your best knockback. Slow — until he plants, flexes (that's your half-second warning), and bull-charges in a dead straight line, trampling everything on it. Step sideways during the flex. Under pressure you will still get it wrong, and it will still be your fault.
🎸 Long Hair Luke
Blonde hair past his waist, center part, white V guitar he never takes off. The hair arrives before he does and it windmills constantly, at range. Knock him out and he drops the V — pick it up and its chain lightning is yours for three swings.
👹 Gym Bro Kyle
Built like two Kyles, wearing a gold devil mask, never skips anything. Periodically stops for a double-bicep pump that heals him and sends him back in angrier. Interrupt the pose. He hates that.
🖤 The Goth Twins
Raven wears her hair down and windmills it like her life depends on it. Wren wears the braids and locks eyes on you from across the pit — if the stare lands you're stunned where you stand. They only ever show up together, and here's the thing: knock one out and the other becomes permanently furious. Pick your first target carefully. There is no good choice.
😤 Angry Adrian
Bald, bulky, camo pants, slops in the pit, born like this. Goes berserk on a timer — exactly like your Berserk, which he insists he invented. When he glows red, be elsewhere.
🤘 Rockstar Reno
Vest, wallet chain, hair for days. Windmills an invisible guitar, then drops a power chord — a shockwave that launches everyone around him. The wind-up is audible. Respect it.
📶 Wi-Fi Andre
Won't fight you himself. Andre posts up at the edge of the pit with a controller and pilots a robot — steel body, red visor, taser at close range — that hunts you and only you. Destroy the robot and he just pairs up another one. The real fight is the pilot: he'll tank five hits before the connection "drops" and he lags to the far side, so make your combos count. Smash Andre and the robot dies mid-swing.
🦶 Bearfoot Barry
Shoes are a societal construct. Barry stomps, the floor disagrees, and everyone within range gets launched and briefly stunned. The leg going up is your cue to leave.
Boss knockouts pay 1,000 score and a fat coin drop — and any boss (except Luke, who has his own arrangement) has a decent chance of dropping a guitar.
The crowd is alive
Between brawls — and especially during the lull when a song ends — the pit entertains itself. You'll see moshers stirring an enormous invisible pot, two-stepping, shadowboxing demons only they can see, hopping around slapping their own backside (we are told this is called Butt on Fire and that it is traditional), or having a full-body disagreement with gravity. None of this hurts you. All of it is accurate. When the next song kicks in, the crowd floods back and the violence resumes.
Your metalhead, your rules
The 🎨 STYLE menu lets you set body type, skin tone, shirt, jeans, hair colour, beard — and one of twenty hairstyles: Headbanger, Ponytail, Bob, Mohawk, Liberty Spikes, Deathhawk, Mullet, Skullet, Devilock, Dreadlocks, Viking Braids, Glam Mane, Rattail, Half-Shaved, Undercut Bun, Bandana, Slickback, the Alexi, Short, or Bald. Anything long enough to swing runs on real physics and whips when you headbang, and your character headbangs whenever you stand still, because obviously. The crowd rolls the same wardrobe, so the pit finally looks like the poster.
The scoreboard
Set a pit name in the 🏆 SCOREBOARD panel and your best score posts automatically after each set, with your best survival time alongside it. No account, no email — the name and the numbers are the whole profile. The board shows the top 25 pit legends worldwide.
Frequently asked questions
Why am I punching on my own?
Because in a real pit, the swinging is not the decision — the standing-there is the decision. Your buttons are for the moves that deserve buttons.
I equipped fewer than four abilities. Is that allowed?
Yes. Empty slots stay empty; we will never fill them behind your back. A minimalist one-ability loadout is a legitimate lifestyle.
Does the music matter?
The crowd headbangs, the lights pulse and the strobes fire on the beat of whatever track is playing, and between songs the pit genuinely calms down until the next one kicks in. So: yes, spiritually.
Is there a way to test my build without dying?
Survive longer. Sorry.