What every option does, and how to tune the sound of each subject.
Dark Intercept is an audio-first chase game: you choose what to chase, then track it by ear and capture it in the dark. The Settings screen lets you tune how the game sounds and feels. Most controls are sliders that take effect immediately; a few movement settings apply on the next round. Headphones are recommended, and the game is fully playable with a screen reader.
Choose what you're chasing. Each subject moves differently and has its own voice, so it plays like a different skill. Switching subject starts a fresh round.
Below the picker, the Voice and movement sliders adapt to the chosen subject — the knobs that don't apply are simply hidden.
These shape how the subject moves. They apply on the next round.
| Mosquito | Effect |
|---|---|
| Mosquito speed | How fast it travels. |
| Mosquito wander | How erratically it changes heading — higher is twitchier and harder to predict. |
| Mosquito spook | How much its wander intensifies as you get close. 0 = oblivious (it ignores you). |
| Spook range | The distance over which the spook ramps up as you approach. |
| Horse | Effect |
|---|---|
| Horse speed | Its relaxed cruising speed. |
| Bolt speed | Sprint speed when you get close. Always below your top speed, so it stays catchable. |
| Bolt range | How close you have to be to trigger the bolt. |
| Bolt release margin | How far past bolt range it must get before it calms down (prevents flickering on/off). |
| Bolt ramp | How quickly it reaches full sprint at the edge of bolt range. A point-blank approach spooks it faster. |
| Bolt stamina | How long it can sprint before tiring back to a cruise. 0 = never tires. |
| Turn frequency | How often it makes a sudden turn while running. |
| Turn spread | How sharp each of those turns can be. |
| Plane | Effect |
|---|---|
| Plane speed | Its cruising speed — this is the fast subject. |
| Circle tightness | How tightly it circles. Higher = small tight loops; lower = wide, lazy sweeps. |
The synthesized sound of the subject you're chasing — its pitch and character. Each subject exposes the handful of knobs that matter for it, so the row changes with the subject. Changes are live.
A continuous, high, buzzing tone — the classic "mosquito in your ear."
| Control | What it does |
|---|---|
| Mosquito pitch140–560 Hz | The base frequency of the whine. Lower is a deeper hum; higher is a thinner, sharper buzz. |
| Rasp0–1 | Depth of the fast tremolo that gives the buzz its edge. 0 is a smooth tone; 1 is a harsh, buzzy rasp. |
| Grit0–1 | Harmonic richness. 0 is a pure, clean sine; higher folds in upper partials for a brighter, more insect-like tone. |
| Noise0–1 | Broadband hiss blended into the tone — adds airy texture, makes it less pure. |
| Wander0–1 | How irregular the slow pitch vibrato is. 0 is metronomic and synthetic; higher reads as a living, restless insect. |
A steady, low engine drone with a blade-rate chop. Lower and smoother than the mosquito.
| Control | What it does |
|---|---|
| Engine pitch80–260 Hz | The base drone frequency — how deep the engine sounds. |
| Prop speed8–40 Hz | The blade rate — the "drrr" of the propeller. Low is a slow, lazy prop; high is a fast whir. |
| Blade bite0–1 | How pronounced that propeller chop is. 0 is a smooth drone; 1 is a strong, chopping pulse. |
| Tone0–1 | Harmonic richness — thin hum at 0, fuller, richer engine as you raise it. |
| Air0–1 | Broadband wind/air texture layered over the drone. |
A rhythmic train of low clops with silence between them. Instead of pitch character, its headline knob is tempo.
| Control | What it does |
|---|---|
| Hoof pitch60–180 Hz | The low "body" pitch of each clop — how heavy each footfall sounds. |
| Gait1.2–4 Hz | Beats per second — the headline control. Low is a slow walk; high is a fast gallop. More beats means more frequent position cues (easier to track), but less time to react. |
| Thump0–1 | The weight/loudness of the low body of each beat. |
| Surface0–1 | The brightness of the attack — soft, dull turf at 0; hard, sharp cobblestone clop as you raise it. |
| Sway0–1 | Beat-to-beat irregularity. 0 is mechanical and even; higher gives a living, uneven gallop. |
Overall loudness of the chase audio.
| Control | What it does |
|---|---|
| Master volume0–1 | The overall level of the subject's sound (buzz / drone / hoofbeats) and the ping. Event sounds have their own level. |
Per-ear compensation for asymmetric hearing. Pitch is kept identical in both ears, so you can still tell direction — only volume and low-frequency boost differ side to side.
| Control | What it does |
|---|---|
| Left volume0–1 | Output level for the left ear. Lower it for a stronger ear, or leave both at full. |
| Right volume0–1 | Output level for the right ear. |
| Left low boost0–18 dB | Lifts the low frequencies in the left ear — helps if deep tones are hard to hear on that side. |
| Right low boost0–18 dB | The same low-frequency lift for the right ear. |
| Boost corner120–1000 Hz | The frequency below which the low boosts apply. Shared by both ears. |
The non-positional event sounds — capture, round start, win, time's up, and menu taps. This is purely cosmetic; the in-round chase audio is unchanged. Tap a theme to preview it.
| Theme | Character |
|---|---|
| Classic | Bright arcade bleeps — snappy coin-grabs and ascending fanfares. |
| Darkness | Moody and cinematic — lower, slower, minor-key tones that fit the dark mood. |
How you steer.
| Mode | How it works |
|---|---|
| Touch | Drag anywhere to steer — up to speed up, hold a side to keep turning — and tap to ping. |
| Tilt | Steer by physically tilting the device, relative to the angle you hold at the start of each round. Tilt left/right to turn (more tilt = sharper); tilt the top toward you to speed up, away to slow (no reverse). Use Recenter in-game to reset neutral. Tap Ping to echo-locate. |