The Rage Co. is a fullscreen, mouse-driven puzzler dressed as a grimy 1980s factory terminal. Each shift is a randomised run through bespoke stations — a big red button, a valve, a keypad, a maze, a safe — and every one hides a small, cruel trick. The golden rule of the whole game: unfair the first time, trivial the second. The only thing that follows you between runs is the counter that matters: Times Fired.
How a shift works
A run is a sequence of stations played on one giant beige CRT. Solve a station before its timer runs out and the conveyor moves you to the next. Fail a single one — or let the clock hit zero — and you're fired, the run resets, and the stations are reshuffled.
Clock in
Pick your difficulty. Easy gives more time; Rage gives barely any and never hands you a second chance.
Read the station
The header names the task. The obvious control is almost always a trap — the real solution is a small thing you have to notice.
Beat the clock
Every station is timed. The tick speeds up; the last seconds bring a siren. Half-length timers in v1.0 make it bite.
One mistake resets all
There are no lives. A single wrong click fires you and throws away the run. That's the rage — and the point.
Learn the trick
Once you know a station's catch, it's trivial. Mastery is remembering 60+ catches under pressure.
The Gauntlet
Late stations chain mechanics together with no pause. Switch, valve, dash — in order, or you're out.
Overtime
The final stations always run on the Rage clock no matter your difficulty. The factory does not care that you're tired.
Clock out
Survive the full roster and the shift ends. Few do on the first day. Or the tenth.
Times Fired
The single number the game remembers. Wear it. It's the only honest measure of your shift.
What makes it rage
63 hand-built stations, each a different cruelty. A keypad whose keys type the wrong digit. A safety quiz where every labelled answer is wrong. A scale whose readout lies. A button that flees a fast cursor. A colour test that fights your own eyes. None of it is random — every catch is fair once seen, which is exactly what makes missing it so maddening.
Screenshots



In-engine captures — procedural CRT phosphor, scanlines, and beige factory chrome.

