Devlog

Why PHASE.IO's Ghost Runs on a 1.5-Second Meter

October 18, 2026

PHASE.IO joined the site last weekend as the seventh game. Its one input: hold anywhere to turn into a ghost, let go to turn solid. Red threats pass straight through a ghost. If that were the whole game, the best strategy would be to hold down and never let go. Two things stop that. Purple threats work the other way round: they pass through you while you're solid, but they catch a ghost. And ghost time isn't free. It runs on a meter, the ring drawn around your orb. Almost every decision in a run comes down to it.

How the meter drains and refills

A full meter holds 1.5 seconds of ghost time. While you're a ghost it drains in real time. When you turn solid, it waits 0.15 seconds and then starts refilling, at the same speed it drained, so an empty meter is full again about 1.5 seconds later.

The ring turns white when less than 0.3 seconds is left. That's the warning that your next ghost had better be a short one.

You can also hear it. While you're a ghost the game plays a soft hum, and its pitch follows the meter: it starts at 330 Hz with a full meter and slides down toward 190 Hz as it empties. Turning solid again makes a small click.

Burnout

If the meter runs out while you're still holding, that's a burnout. You turn solid on the spot, the ring flashes red, and the game plays a crackle (with a double buzz on phones that vibrate). You can't ghost again until two things are true: the meter has refilled to at least 0.4 seconds, and you've let go and pressed again. Holding on through a burnout does nothing. The game waits for a fresh press, so you never slip back into ghost form by accident while your finger is still down.

You can't turn solid inside a red threat

If you let go while you're halfway through a red threat, you stay a ghost until you're clear of it, and the meter keeps draining the whole time. So letting go early doesn't save you. If the meter hits zero while you're still inside something red, the run is over, and the game over screen says so in words: BURNOUT IN A SLAB, for example, instead of HIT BY.

Slabs are where this comes up most. They arrive from 1:40, they're tall, and getting through one takes a single long ghost. If you've spent your meter on the threats just before it, you won't have enough left. That's why the PHASE.IO guide says to top up before a Slab and never to hold just in case.

Making sure the meter is always enough

Before PHASE.IO places a new threat, it checks. It works out exactly when a perfect player would need to be a ghost to get past everything on screen, adds a margin of 0.05 seconds on each side, and treats ghost stretches less than a quarter of a second apart as one long ghost. Then it runs the meter forward through those stretches, draining and refilling by the same rules you play by. The threat only goes in if that player would still have at least 0.15 seconds of ghost time left at the lowest point.

So when a run ends in a burnout, the game didn't set a trap. There was a way through, with ghost time to spare, and the meter got spent somewhere it didn't need to be.

What the meter is for

Without the meter, PHASE.IO would be a game about holding. With it, it's a game about letting go: ghost late, turn solid early. Scoring pulls the same way, since only solid time and grazes earn points. The less ghost time you use, the more you have for the Slab.

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