A PLAYER'S HANDBOOK

Bug Survivors: the complete guide

Everything in the game, with the real numbers. It's written from the source code (src/content.ts, game.ts, weapons.ts, tools.ts, systems.ts, cards.ts, hoggies.ts, crests.ts), so where this guide and a card's text disagree, the guide is right.

A few notes on reading it:

  • L means a weapon's level (1 to 5). "L5" means level 5.
  • Damage numbers are base damage. Everything you hit with is then multiplied by your damage bonus (funding rounds, passives, merch...), patches, crits, and the bug's armour. See How damage works.
  • Cooldowns get shorter with Hot Reload, Ship It! and the rest. Area grows with Big Monitor. "+amount" means extra projectiles (Pair Programming, Rollout 100%...).
  • The bug names, the boss name and the arena come from the theme. This guide uses the default theme's names (Flaky Test, Silent Error, Scope Creep, Legacy Monolith). A prospect's game has their own names for the same bugs.
  • A prospect's theme picks which of the six PostHog products the game has. The default theme has all six. The 15 PostHog tools are always in every game.

01The 60-second version

You're a PostHog hedgehog ("hoggie") in an arena. Bugs pour in from every side. You only move. Your weapons fire on their own, and every weapon is a PostHog product. Squashed bugs drop XP gems. Each level offers 3 cards: a new weapon, a weapon upgrade, or a passive.

At 3:30 the boss arrives. Beat it and wave 1 is clear. Then you choose: CASH OUT (bank all your gold and end the run as a win) or CONTINUE up the wave ladder: harder waves, a new boss version every wave ("Legacy Monolith 2.0", "3.0"...), and a free Release pick after each one. The run ends when you die or cash out.

The big power spikes: - Evolution: a weapon at L5 + its partner passive + opening a chest = a much stronger evolved weapon. - Funding rounds: every boss you beat gives +15% damage (compounding) and +10 max HP. - Releases and tools: run-changing perks and 15 extra weapons, offered after each boss.

02Controls

Action Keyboard / mouse Touch
Move WASD or arrow keys Drag anywhere: a joystick appears where your finger lands (small drags walk slowly)
Pick a card 1 / 2 / 3, or arrows + Enter, or double-click Tap a card to select it, tap it again to pick
Reroll / Skip / Banish R / X / B The REROLL, SKIP, BANISH buttons
Pause Esc or P The pause button left of the clock
Quit from pause Q QUIT
Damage numbers on/off N NUMBERS in the pause menu
Close a chest Enter / Space Tap

Nothing is selected when the cards appear, so a stray tap can't pick one. On phones the game plays in landscape and asks you to turn sideways.

03How a run works

Wave 1 (the original run)

The first run is built to be a ~4 minute win, even for a newcomer on easy or normal.

Time What happens
0:00 Swarmers (bug 1) only
0:20 First breakable crate (then one every 22 s, max 3)
0:30 Splitters (bug 2) join
1:00 Exploders join. Event: SURROUNDED! (a ring of 24 swarmers)
1:15 First tech-debt puddle (then one every 30 s)
1:30 Lone elite (with a chest)
1:40 Chargers and tanks join
2:00 Event: STAMPEDE! (3 herds of runners cross the screen)
2:30 Spitters join. Lone elite
3:00 Event: ELITE PACK! (3 elites + 8 swarmers)
3:30 The boss

On heat 1+ the ring and the stampede can swap places; the elite pack is always last. On heat 3+ lone elites come at 0:45, 1:25, 2:05 and 2:45 instead.

Spawning

Bugs spawn just off screen. The rate starts at 1.1 per second and grows by 0.034 per second for every second of the run (capped at 7 minutes), so about 8 per second by 3:30. It halves while a boss is fighting (until it gets angry). There can be at most 320 bugs at once. Past that, extra spawns are dropped and the later scaling turns into HP instead.

After the boss

The field clears and the remaining XP flies to you. Then the SHIPPED screen: - CONTINUE (the default): a funding round (+15% damage, +10 max HP), this wave's gold becomes safe, then SHIP A RELEASE (pick 1 of 3, free), then the next wave starts at full HP with the boss's big chest a few steps away. - CASH OUT: the run ends as a win. You bank all your gold plus a bonus (wave 2+).

04Your stats

Every hoggie starts from the same base. Passives, hoggie traits, merch, relics and releases change it.

Stat Base Notes
Max HP 100 +10 per funding round
Move speed 80 px/s
Damage (might) x1 Multiplies all your damage
Crit chance 5% Capped at 85%
Crit damage x2 x3 with Source Maps
Armour 0% Fraction of incoming damage ignored. Capped at 70%
Cooldown x1 Lower is faster. Floor x0.3
Area x1 Weapon size
Amount +0 Extra projectiles, orbs, flags...
Pickup range 48 px Gems and coins inside this fly to you. Bonuses stack up to 120 px at most
XP (growth) x1
Luck x1 Better drops and chests
Gold x1 Coin value
Powerup duration x1
Regen 0 HP/s Plus the difficulty's base regen
Revives 0 Rollback, Terminator, Angel, the plushie...

Getting hit: after a hit you're invulnerable for 0.55 s. One hit can take at most 35% of your max HP (after armour), so nothing one-shots you from full. The Hogzilla drive-by is the only exception.

05Leveling up

The XP curve

You start needing 5 XP. After that, level L needs 3 + 2.2L + L^1.3 XP (and from level 40 it steepens sharply).

Level XP to next Level XP to next
1 6 25 123
5 22 30 152
10 44 40 211
15 69 50 337
20 96 100 2,208

A level-up plays a short slow-motion beat, then the cards. Several levels in a row queue up.

The cards

Each level shows 3 cards, drawn by weight from: - New weapons: likely while you own fewer than 3, less likely after that (and rarer still past 8). - Upgrades to weapons you own: the most likely cards. Even more likely when you already hold that weapon's evolution partner. - Patches: a weapon already at L5 keeps coming back as a patch (v1.1, v1.2...). See patches. - Passives: new ones (only while you have a free slot) and upgrades. A passive that would evolve a weapon you own gets a big weight boost. Maxed passives also come back as half-level patches. - The five "handbook value" passives (You're the Driver, Make It Public, Do More Weird, Why Not Now?, Optimistic by Default) only show up from wave 2. - The 15 tools only show up after your first boss.

Cards say EVOLVES WITH X when they'd complete an evolution. When nothing is left to offer, you get filler cards: a snack (+30 HP) or +10 gold.

Reroll, Skip, Banish

You get one of each per run. Merch adds more. - Reroll (R): a fresh hand of 3. - Skip (X): take no card, get +3 gold. - Banish (B): select a card, then banish it. That weapon or passive never shows up again this run, and you get a fresh hand.

Slots

  • Passives: 6 slots, 8 from wave 3 ("headcount approved").
  • Weapons: no hard cap. New-weapon cards just get rarer the more you hold. (Small Teams rewards holding fewer than 6.)

06Weapons: the six products

Every weapon has levels 1-5, an evolved form, patches and a v2.0. Which products appear depends on the theme. Your starting weapon is the theme's starting product (Experiments by default) unless your hoggie brings its own.

Experiments

A/B test with real statistics. Fires straight shots forward and backward at once (the way you face, and behind you), in a small fan.

Shots per side 1 + floor(L/2), + amount
Damage 9 + 3L
Cooldown 0.95 - 0.08L s
Pierce 1 bug (2 from L4)
Evolution Multivariate Barrage (partner: Pair Programming)
Evolved Every 0.45 s, a rotating burst in 8 directions, 1-3 shots each (more with amount). 30 damage, pierces 3

Tip: the base version only shoots along your facing line, so keep moving across the swarm, not straight away from it.

Error Tracking

Catch exceptions and see who they hit. Homing traces that seek the nearest bug.

Traces 1 (2 at L5), + amount, fanned out
Damage 16 + 6L
Cooldown 1.05 - 0.1L s
Range 260 px
Pierce 2 (3 from L3)
Evolution Stack Trace Storm (partner: Rubber Duck)
Evolved 3 traces + amount every 0.6 s, 42 damage, range 320. Every kill spawns a new trace from the body that hunts the next bug (chains twice)

Session Replay

Watch real users hit the bug. Orbs that circle you and knock bugs back.

Orbs min(5, 2 + L), + amount (3 at L1)
Damage 7 + 3L, each orb can hit the same bug every 0.3 s
Orbit radius 26 + 4L px (x area)
Evolution Rage Click Vortex (partner: Autocapture)
Evolved 6 bigger orbs + amount, the orbit pulses in and out (32-68 px), 28 damage every 0.22 s, heavy knockback, and +60% pickup range

Session Replay is one half of the secret Full Stack Nova.

Feature Flags

Ship safely, roll out to anyone. Plants flags at your feet. Each flag zaps the nearest bug in range.

Max flags L + 1, + amount
New flag every 2.4 - 0.3L s
Flag lasts 4.5 s
Zap 11 + 4L damage, range 72 px, every ~0.5 s (faster at higher L)
Evolution Kill Switch Grid (partner: Hot Reload)
Evolved Up to 6 + amount gold flags, a new one every 0.8 s, last 6 s. Each zap chains through 3 bugs, 32 damage, range 96

Tip: flags stay where you plant them. Walk in a loop around an area and you build a minefield.

Product Analytics

Funnels, trends and retention for every event. A shockwave ring that expands out from you. Only the ring's edge hurts, and it shoves bugs back.

Pulse every 3.2 - 0.35L s
Radius 60 + 10L px (x area)
Damage 13 + 5L, knockback 140
Evolution Funnel Quake (partner: Big Monitor)
Evolved Two rings every 1.5 s, radius 125, 44 damage, huge knockback (260)

Surveys

Ask users what they think, in-app. An aura around you that slows and damages every bug inside.

Radius 40 + 8L px (x area)
Slow bugs move at 60% - 5% per level (35% at L5)
Damage 2 + 2L every 0.5 s (no crits)
Evolution NPS Blizzard (partner: Code Review)
Evolved Radius 88, bugs move at 30%, 12 damage every 0.3 s, snow

Tip: the slow is the real value. Surveys makes chargers and swarms manageable for every other weapon.

07Weapons: the 15 PostHog tools

Tools are fixed in every game (never themed). They're offered from the first Release screen onward (after the wave 1 boss), then in normal level-up cards too. Through wave 5, every Release screen offers at least one new tool.

Web Analytics: Traffic Beam

Rotating beams of pageviews sweep around you.

Beams 1 (2 from L4), + amount, max 4
Length 70 + 10L px
Damage 6 + 3L per bug, at most every 0.35 s
Spin faster with level and with cooldown boosts
Evolution Realtime Dashboard (partner: Autocapture): 6-8 beams spinning into a star, 110 px long, 30 damage

Heatmaps: Heat Trail

Everywhere you walk gets hot. Bugs standing on hot tiles burn.

Tile radius 8 + 1.5L px
Tile lasts 2 + 0.3L s
Damage 4 + 2.5L every 0.3 s (no crits)
Evolution Heat Wave (partner: Hedgehog Sprint): radius 16, tiles last 4 s, 15 damage, and bugs on them are slowed

Tip: a kiting weapon. Lead the swarm in circles and they walk through your trail.

PostHog AI: Max AI

A drone that floats by you and bolts the bug with the most HP in range (the boss, if it's close).

Bolts 1 (2 from L3, 3 at L5), + up to 2 amount, homing
Damage 14 + 5L
Cooldown 1.25 - 0.12L s
Range 240 px
Evolution Deep Research (partner: Docs Day): 3 bolts every 0.45 s, 36 damage, pierce 2, each jumps to a new bug on a kill

Data Warehouse: Warehouse Vault

Heavy data drums orbit you at a wide radius and slam bugs away.

Drums min(4, 1 + floor(L/2) + amount)
Radius 56 + 4L px
Damage 20 + 8L, each drum hits a bug at most every 0.7 s, huge knockback
Evolution Managed Warehouse (partner: Snack Break): 70 damage, and every hit shatters into 3 shards (18 damage each) that fly on

Workflows: Automation

A zap that hops from bug to bug.

Hops 2 + L, + amount
Damage 12 + 5L per hop
Cooldown 1.7 - 0.15L s
Reach starts within 150 px, each hop reaches 90 px
Evolution Multi-Channel Blast (partner: Why Not Now?): 8 hops + amount, 40 damage, and every hop forks a side zap (70% damage)

Data Pipelines: Pipeline

A once-a-minute screen event, and the rarest tool to be offered (30% of a normal tool's chance).

  • The first run is 6 s after you pick it up, then every 60 s. Cooldown boosts don't change this.
  • Suck (1.4 s): a cone in front of you (the way you face) vacuums in every small bug on screen, faster and faster. They die at the mouth. The cone's half-width is 0.6 + 0.12L radians (about 41° at L1, 69° at L5).
  • Blow (0.9 s): the eaten bugs fire out the back as shots (up to 24, 40 damage each, pierce everything), and a blast ring sweeps the screen: small bugs die, elites lose half their HP, bosses take 8%.
  • You can't be hurt for the whole run.
  • v2.0: it sucks in elites too.
  • Evolution: Hog Transformations (partner: Optimistic by Default): it sucks from every side, not only the cone.

Batch Exports

Every hit from any weapon "tags" the bug with that damage. Every batch, the export deals a share of each bug's tagged damage again, all at once.

Batch every max(5, 10.5 - 0.9L) s (cooldown helps, down to x0.6)
Export 20% + 5% per level of the tagged damage (bosses take 35% of that)
Evolution Backfill (partner: Docs Day): exports 45%, and every export replays at half strength 1 s later

The pop-up shows how many "rows" (bugs) were exported. One export hitting 100 bugs earns the Batch Exports crest.

Scouts: Scout Troop

Little drones wander around you and flag bugs. Flagged bugs take +40% damage from everything for 4 s.

Scouts 1 + L, + amount, max 8
Each scout flags the nearest unflagged bug within 90 px, every max(0.4, 1.3 - 0.12L) s
Flag hit 6 + 2L damage
v2.0 flags last 8 s
Evolution Troop of 90 (partner: Do More Weird): +2 scouts, and every 12 flags fire a PR laser: a 340 px beam toward the farthest flagged bug, 90 damage to everything on the line

Tip: Scouts makes every other weapon better. It's a multiplier, not a damage dealer.

HogQL: DELETE FROM bugs

Every few seconds a query runs over every bug on screen and deletes the weak ones.

Threshold bugs below (5 + L)% HP die (6% at L1, 10% at L5)
Runs every max(3.5, 6.5 - 0.5L) s
Bosses take 0.8% of max HP per run
v2.0 each query runs twice (0.6 s apart)
Evolution Materialized View (partner: Make It Public): threshold 15%, every 3 s

Tip: HogQL finishes off tanks and elites that other weapons have worn down, and it's great with Default to Transparency.

Logs: tail -f

Every so often Hogzilla tears across the screen through the thickest part of the swarm, running bugs over and dropping log bombs along the road.

Drive every 15 - L s (14 to 10). Cooldown boosts don't change it
Bombs one every 20 px of road, zig-zagging, each blows 0.35 s later
Bomb radius 22 + 2L px, damage 24 + 9L
The car runs over bugs for 1.5x the bomb damage
v2.0 bombs 50% bigger
Evolution Firehose (partner: Hot Reload): two cars on crossing lanes every 10 s, 70 damage

These Hogzillas are yours: they never hurt you (unlike the drive-by event).

Replay Vision: Vision Scanner

Scanner eyes drop where you stand, sweep a cone, and zap what they see. They also reveal Heisenbugs.

Max scanners 1 + floor(L/2), + up to 1 amount
New scanner every 3.2 - 0.25L s; each lasts 6 s
Cone range 85 + 5L px, width grows with level
Zap 12 + 5L damage every 0.4 s (0.2 s at v2.0)
Evolution Sees Everything (partner: Big Monitor): 4 scanners, 120 px range, 30 damage, 8 s, in four kinds: Monitor zaps the nearest, Scorer zaps the toughest for double, Classifier slows the whole cone, Summarizer pulls the gems in its cone to you

AI Observability: Trace

A hit on the nearest bug spreads along a span tree to the bugs around it.

Root hit 18 + 6L, on the nearest bug within 200 px
Spread each hit bug passes it to its 2 nearest neighbours within 70 px (+1 at v2.0, +1 with amount)
Depth 2 levels (3 from L4); each level deals 75% of the one before
Cooldown 1.7 - 0.15L s
Evolution Evaluations (partner: Rubber Duck): one level deeper, 40 root damage, every 0.9 s, and a span that lands on a bug traced in the last 3 s is an automatic crit

Revenue Analytics: MRR Cannon

Gold cannonballs at the nearest bug. They hit harder the more gold you've grabbed this run.

Cannonballs 1 + up to 2 amount
Damage (20 + 6L) x min(6, 1 + gold grabbed / 150)
Cooldown 1.6 - 0.12L s, pierce 3
v2.0 cannonballs explode (30 px, half damage)
Evolution Net Revenue Retention (partner: Lucky Commit): damage also compounds x1.25 per wave past wave 1

"Gold grabbed" counts every coin you touch, even with Burning Money. So MRR Cannon and Burning Money work together.

Endpoints: Endpoint Turret

Drops a turret at your feet that shoots the nearest bug.

New turret every 7 - 0.6L s (the oldest goes when you're at the max)
Max turrets 1 (2 at v2.0)
Turret lasts 9 s
Shots 14 + 6L damage, range 200, every max(0.3, 0.9 - 0.08L) s
Evolution Edge Cache (partner: You're the Driver): 3 turrets that never expire (a new one every 4 s replaces the oldest), 34 damage, 30% faster

PostHog Desktop: Command Center

A ring of agent orbs around you. They take turns firing homing bolts.

Agents 2 + L, + amount, max 9
Firing one agent at a time round the ring; the whole ring fires once per 1.8 s (x cooldown)
Damage 8 + 3L per bolt, homing
v2.0 fires twice as fast
Evolution Dopamine Mode (partner: Pair Programming): all 9 agents, 22 damage, and every 5 s all 9 fire a 3-bolt volley

Running 9 agents earns the PostHog Desktop crest.

08Evolutions, patches, v2.0 and fusion

How to evolve

Three things: 1. The weapon at level 5. 2. Its partner passive at any level. 3. Open a chest (elites, the boss's big chest, Legacy Nests, Generous Free Tier...).

When 1 and 2 are true you get an EVOLUTION READY! banner: go find a chest. If several weapons are ready, one chest evolves one of them, picked at random.

Weapon Partner passive Evolution
Experiments Pair Programming Multivariate Barrage
Error Tracking Rubber Duck Stack Trace Storm
Session Replay Autocapture Rage Click Vortex
Feature Flags Hot Reload Kill Switch Grid
Product Analytics Big Monitor Funnel Quake
Surveys Code Review NPS Blizzard
Web Analytics Autocapture Realtime Dashboard
Heatmaps Hedgehog Sprint Heat Wave
PostHog AI Docs Day Deep Research
Data Warehouse Snack Break Managed Warehouse
Workflows Why Not Now? Multi-Channel Blast
Data Pipelines Optimistic by Default Hog Transformations
Batch Exports Docs Day Backfill
Scouts Do More Weird Troop of 90
HogQL Make It Public Materialized View
Logs Hot Reload Firehose
Replay Vision Big Monitor Sees Everything
AI Observability Rubber Duck Evaluations
Revenue Analytics Lucky Commit Net Revenue Retention
Endpoints You're the Driver Edge Cache
PostHog Desktop Pair Programming Dopamine Mode

Some passives are partners for several weapons: Autocapture, Hot Reload, Big Monitor, Docs Day, Rubber Duck and Pair Programming each evolve two. Those are good picks.

Versions

Each weapon shows a version number on its card, in the HUD and in the pause menu: - v0.1 - v0.5: levels 1-5. - v0.5.1, v0.5.2...: an L5 weapon still waiting on its evolution, patched. - v1.0: evolved. v1.1, v1.2...: evolved and patched. - v2.0, v2.1...: a major release, then patched.

Patches (v1.1, v1.2...)

A maxed weapon's card doesn't disappear. Picking it again adds a patch: x1.12 damage, compounding (v1.5 = x1.76, v1.10 = x3.1). Evolved weapons get offered as patches more often than ones still waiting for a chest. Patching a weapon to v1.10 earns a crest.

v2.0 major releases

After a boss, the Release screen can offer a v2.0 for any evolved weapon. A v2.0 weapon gets: - x1.6 damage - +1 amount (one more projectile / orb / flag...) - 15% faster

Patches reset to 0 and start counting again (v2.1, v2.2...). On top of that, these tools get a real extra on v2.0: Data Pipelines (sucks in elites), Scouts (8 s flags), HogQL (runs twice), Logs (bigger bombs), Replay Vision (zaps twice as fast), AI Observability (wider tree), Revenue Analytics (exploding cannonballs), Endpoints (+1 turret) and PostHog Desktop (fires twice as fast). For the other weapons the v2.0 card's line is flavour, and the general boost above is what you get.

Full Stack Nova (the secret fusion)

Evolve both Session Replay (Rage Click Vortex) and Error Tracking (Stack Trace Storm), then open one more chest. Instead of a normal reward you get FUSION!: your replay orbs start firing homing stack traces too (one per orb every 1.1 s, 40 damage, pierce 2). It earns a hidden crest that unlocks Dr. Manhattan.

09Passives

You hold up to 6 passives (8 from wave 3). Most go to level 5. A maxed passive can keep coming back as a patch: each patch counts as half a level.

Passive Per level Max Evolves
Hedgehog Sprint +10% move speed 5 Heatmaps
Autocapture +20% pickup range 5 Session Replay, Web Analytics
Snack Break +20 max HP (and heals the 20) 5 Data Warehouse
Hot Reload Weapons fire 8% faster (floor x0.45) 5 Feature Flags, Logs
Code Review Take 8% less damage (armour) 5 Surveys
Big Monitor +10% weapon area 5 Product Analytics, Replay Vision
Pair Programming +1 projectile / orb / flag 3 (no patches) Experiments, PostHog Desktop
Rubber Duck +6% crit chance 5 Error Tracking, AI Observability
Docs Day +12% XP 5 PostHog AI, Batch Exports
Lucky Commit +15% luck (more drops, better chests) 5 Revenue Analytics
Rollback Revive once at half HP 1 -
Data Moat A moat that blocks bugs and shots (below) 5 -
Self-Healing Regen 0.8% of max HP per second 5 -
You're the Driver +8% damage while moving 5 Endpoints
Make It Public Bugs take +8% damage, armour or not 5 HogQL
Do More Weird 3% chance per hit to make a random weapon fire right away 5 Scouts
Why Not Now? Powerups last 20% longer 5 Workflows
Optimistic by Default +6% damage while above half HP, and +0.3 HP/s regen 5 Data Pipelines

The last five (the PostHog handbook values) only show up from wave 2.

Rollback (revive)

When you'd die and have a revive, you come back at half HP (full HP for Angel), get 2 s of invulnerability, and a shockwave knocks back and hits everything within 90 px for 60. Revives stack from several sources (Rollback, Terminator, Angel, the max.hedgehog plushie).

Data Moat

A ring of water around you, radius 30 + 3 per level. - Small bugs that reach it are shoved back out and nicked (6 + 3 per level damage), at most once every 0.6 s per bug. - It also blocks enemy shots. - Each block costs water: 1 (2 for an elite). It holds 4 + 3 per level. - After 1 s without blocking it refills (0.8 + 0.4 per level per second). A dry moat (dashed ring) lets everything through until it refills. Leveling it up fills it to the brim. - Bosses, their forks and Nohog wade straight across.

10Chests

Chests drop from elites (always), Legacy Nests (35%), the boss (a big gold chest waiting for you at the start of the next wave), Generous Free Tier, and every 1,000 kills with Free Tier. When you open one:

  1. If a weapon is ready to evolve, it evolves (EVOLUTION!).
  2. Else, if Full Stack Nova is ready, it fuses (FUSION!).
  3. Else it levels up (or patches) 1-3 things you own: 1 always, a 2nd with a 25% x luck chance, a 3rd with an 8% x luck chance (always for a big chest). If nothing can level, it heals you to full.

Every chest also gives gold: 10-22 (40 for a big chest) x luck x heat bonus x (1 + 30% per wave past the first).

11Bugs (enemies)

The theme gives three bug names, pains and sprites. Each one drives several behaviours. Variants are tinted and get a one-time NEW TRICK banner that tells you what to do. Bug stats below are wave 1, normal difficulty, heat 0.

Bug Based on HP Speed Contact damage XP Behaviour
Swarmer Bug 1 (Flaky Test) 6 54 6 1 Walks at you. The bulk of every swarm
Splitter Bug 2 (Silent Error) 16 38 10 2 Splits into 2 minis when it dies
Mini Bug 2, small 5 60 5 1 Splitter and nest spawn
Tank Bug 3 (Scope Creep) 55 25 14 5 25% bigger, takes only 60% damage, barely knocked back
Exploder (yellow) Bug 1 9 60 - 2 Within 30 px it lights a 0.8 s fuse, then blows up (36 px, 16 damage to you, 20 to nearby bugs). Pop them from range
Charger (red) Bug 2 22 34 12 3 Within 160 px it stops, flashes and draws a line (0.65 s), then dashes at 240 px/s for 0.5 s. Sidestep the line
Spitter (green) Bug 3 26 30 9 4 Keeps 100-150 px away and spits slow shots (9 damage) every 2.4-3.2 s within 230 px. It blinks white just before it fires. Close in
Runner Bug 2 14 125 9 1 Stampede herds. Run straight across the screen
Crate (fixed art) 10 0 0 0 Breakable. Drops food, coins and pickups

Wave 3+ tricks

Each later wave introduces one new trick. After that it stays in the mix for good.

Trick From wave Based on HP Speed Damage What it does
Regression (lilac) 3 Bug 2 20 40 11 30% chance it comes back once, 0.9 s after dying, at 60% HP ("IT'S BACK")
Legacy Nest (brown, big) 4 Bug 3 260 0 10 A stationary factory: while you're within 420 px it spawns 2 minis every 2.6 s. Takes 80% damage, can't be pushed. Max 3 at once. 35% chance to drop a chest. Break them
Flaky (cyan) 5 Bug 1 10 58 7 Half see-through, flickers, and blinks a short hop every 1.1-2 s
Scope Creep (orange) 6 Bug 2 26 36 10 Grows the longer it lives: size, HP and damage up to x2.2 (about 15 s). Squash it early
Heisenbug (white) 7 Bug 3 30 34 12 Nearly invisible unless it's within 75 px, scanned by Replay Vision, or you're a Noir / X-ray hoggie. An unseen Heisenbug can't hurt you
Race Condition (pink) 8 Bug 1 18 50 9 Spawns as a linked pair. Kill one and the other has 2 s to die too, or it enrages: 2x speed, 1.5x damage ("RACE LOST")

In waves 3+ the base six make up most spawns. Every trick met so far has a small share, and the current wave's own trick has a big share.

12Elites

Elites are big versions of splitters, tanks or chargers with a modifier. - 1.6x size, 9x HP, 1.4x damage, 5x XP. Barely knocked back. - A flashing gold pip over their head. - On death: a chest, 4 coins, a chance at a powerup (15% in wave 1, 50% later, x luck) and, from wave 3, a 3% x luck chance of a merch relic.

Modifier Effect From
Fast 1.5x speed wave 1
Shielded Takes only 45% damage (blue ring) wave 1
Regenerating Heals 3% of max HP per second wave 1
Memory Leak Drips a tech-debt puddle every 3 s wave 3
Flaky Teleports 50 px every 3 s wave 3
Swarming Spawns 3 minis every 3 s wave 3
Dead Letter Queue Bursts into 5 swarmers when it dies wave 3

From wave 4 every elite has two modifiers (e.g. "Shielded + Swarming").

13Events

Each event opens with a banner.

Event What happens How to play it
SURROUNDED! A ring of 24 swarmers closes in from all sides Pick a side and punch through early, before the ring tightens
STAMPEDE! Flashing chevrons on one edge, then 3 herds of 10 runners cross the screen 0.9 s apart. Each herd has a 2-runner gap Look for the gap, or get out of the lane
ELITE PACK! 3 elites (splitter, tank, charger) around you + 8 swarmers 3 chests: great for evolutions
TRAFFIC SPIKE! A burst of 16 bugs, then double spawns for 10 s Keep moving, collect the XP flood
INCIDENT! 44 bugs pour in along a spiral round the screen edge over ~3 s Keep moving: they come from every side
HOGZILLA DRIVE-BY! A horn, a flashing yellow lane through your position, then a car flattens everything in it (and you, for 25% HP) Get out of the lane. Seriously. See set pieces

Schedule - Wave 1: ring 1:00, stampede 2:00, elite pack 3:00. Elites at 1:30 and 2:30. - Wave 2: spike 0:20, stampede 1:00, incident 1:40, elite pack 2:30. Elites at 0:15, 0:50, 1:25, 2:05. - Wave 3+: spike ~0:17, stampede ~0:46, Hogzilla drive-by ~1:15, incident ~1:32, elite pack ~2:05. Elites at ~0:12, 0:37, 1:07, 1:32, 1:57. (Times are into the wave.)

14The boss

The theme's boss (default: Legacy Monolith, "I have been in production since 2009!").

Wave 1 boss

  • HP: 900 x difficulty x (1 + your level/25, capped at x2) x (1 + 12% per heat). So about 1,800 if you're level 25.
  • Contact damage: 20. It walks at you slowly.
  • Attacks (a new one every ~2.5 s, never the same twice in a row):
  • Ring: 12 slow shots in a circle (18 when angry). Find a gap.
  • Charge: it flashes red and draws a line, then dashes along it. Step aside.
  • Spiral: two streams of shots spinning out for 1.6 s. Only at heat 2+, after your first boss kill, or when angry.
  • Summon: 6 swarmers and splitters. Only when angry.
  • Angry at 50% HP, or after 50 s. Angry = faster attacks, 1.5x walking speed, summons, and normal spawns resume.
  • Crumbling: a long fight wears it down. From 50 s it takes +5% damage per second (up to x8) and walks faster and faster so you can't just kite it forever.
  • Heat 5: at 25% HP it rages: even faster attacks.

Later bosses ("Legacy Monolith 2.0", "3.0"...)

  • Its HP is sized from your build's real damage per second over the last 20 s, so the fight lasts about a minute on wave 2 and about 45 s after that, whatever your build. (There's a floor based on the wave.)
  • From 2.0 it can also do Rollout: four lines blink out from it for 0.9 s, then go live for 0.45 s. Step off them.
  • It crumbles from 40 s in, much faster (up to x16 damage taken).
  • Each version learns a trick (its affix), and keeps every earlier attack.
Version Affix What it does
2.0 Rollout Rollout lines are its signature move (twice as likely)
3.0 Race Condition When angry it forks: a second boss with the same HP. Kill both to clear the wave
4.0 Memory Leak Grows up to 1.7x over a minute and drips puddles every 4 s
5.0 Heisenbug Every 6 s it blinks out (takes only 30% damage while hidden), then reappears right next to you
6.0 Monolith Four armour plates: it takes only 35% damage until they break. Each plate breaks after 6% of its max HP in hits
7.0 Infinite Loop Circles you and fires a spiral of shots every 0.35 s
8.0+ Two random affixes The pool adds Backpressure: every live bug slows you (down to 60% speed)
Heat 5 One extra affix On every boss from 2.0

Beating a boss in under 20 s earns a crest.

15The wave ladder

Wave Name Modifier New bug trick
1 MVP none: the original run the six classics
2 HACKER NEWS LAUNCH the old "Act 2": more of everything, a scripted event list -
3 PRODUCT-MARKET FIT two extra traffic spikes Regression
4 THE BIG MIGRATION twice the tech-debt puddles (twice as often, twice as many) Legacy Nest
5 HYPERGROWTH +30% spawns, +30% XP Flaky
6 ENTERPRISE DEAL armoured bugs: they take 35% less damage Scope Creep
7 OUTAGE darkness everywhere except a circle around you Heisenbug
8 CODE FREEZE icy floor: you slide (momentum) Race Condition
9-12 SCALE 1-4 two random modifiers. The pool adds ingestion lag: gems take 2 s to appear all mixed
13 DEPRECATION Nohog arrives 20 s in -
14+ SCALE 5, 6... two random modifiers, and Nohog comes again every wave -

Wave lengths

  • Wave 1: the boss at 3:30.
  • Wave 2: 3:00 of traffic, then the boss.
  • Wave 3+: 2:30, then the boss.

Scaling (how waves get harder)

  • Wave 2: spawns x1.35, bug HP ramps from x1.3 to x2.6 across the wave, bug damage x1.3.
  • Wave 3+: bug HP x2.35 per wave (x2.7 per wave from wave 9: the soft wall), growing smoothly through each wave. Bug damage x1.3 per wave. Bug speed +5% per wave (max x1.4). Spawns +10% per wave (the 320-bug cap turns the rest into HP).
  • Difficulty and heat multiply on top. Easy's discounts fade out between waves 3 and 6.
  • You scale too: +15% damage (compounding) and +10 max HP per boss (funding rounds), and each wave starts at full HP.

Wave modifiers

Modifier Effect
Traffic spikes Two extra spikes per wave
Tech debt Puddles come twice as often, up to 8 at once
Hypergrowth +30% spawns and +30% XP
Armoured bugs Every bug takes 35% less damage. Make It Public cuts through
Outage Everything beyond about 105 px of you is dark
Icy floor You keep sliding: steer early. Superhero ignores it
Ingestion lag Gems are faint for 2 s before you can collect them

16Releases

After each boss (on CONTINUE) you SHIP A RELEASE: pick 1 of 3 cards, free. The cards mix releases, new tools (through wave 5 at least one is always offered) and v2.0 majors for your evolved weapons. Each release can be taken once, except Hedgehog Mode (up to 3).

Release Effect
Self-Driving Product Every 20 s a scout opens a PR: a 70 px blast on the densest crowd on screen. Bugs lose 40% of max HP + 30 (scaled by wave); bosses take 3%
Hedgehog Mode Two hoggie pals (from your unlocked roster) follow you and shoot (18 damage every 0.8 s, scaled by wave). Stacks to 3 (6 pals)
Generous Free Tier A free chest at the start of every wave, and one every 1,000 kills
97% Pay $0 +1% damage per 10 gold grabbed this run (max +60%)
Burning Money Every coin becomes a homing fireball (40 + 15 per wave damage). You bank no gold from coins or chests. Unlocks the Burning Money hoggie
Dangerously Skip Permissions +50% damage, -30% max HP
Token Burning Cap Damage ramps +2% per second you go unhit, up to +60%. Getting hit resets it
Rollout 100% +1 projectile / orb / flag on every weapon
Source Maps Crits deal x3 instead of x2, and +10% crit
Default to Transparency Any non-boss bug under 12% HP dies on the next hit
Small Teams +15% damage for every weapon slot below 6 you leave empty
Maker Days +40% fire rate every other 30 s ("no meetings Tue/Thu")
ClickHouse +30% XP, and every level-up heals 5
Ingestion Pipeline Every gem flies to you 3 s after it drops, wherever you are
Dopamine Mode Every level-up spawns an agent orb that circles you for 20 s and bumps bugs (max 9)
Offsite Hackathon A free level-up 1:30 into every wave
DeskHog A tiny desk console follows you and shoots (16 damage every 0.45 s, scaled by wave)
Kill Switch Protocol Once per wave, dropping under 25% HP sets off a hotfix: everything on screen dies

Companions (pals, DeskHog, Dopamine agents, Self-Driving PRs) scale with the wave: +45% damage per wave past the first.

17Powerups

Powerups glow on the floor with a pulsing ring (at most 2 lie around at once). They come from crates, elites and, rarely, normal kills. Wave 1 sees few; they get common later. Durations get longer with Why Not Now?, the Copy/Pasta Hoodie and the Self-driving hoggie.

Powerup From wave Duration Effect
SELF-DRIVING MODE 1 5 s Hands off: autopilot steers you toward gems and away from crowds, 25% faster, and nothing can hurt you. Earns a crest when it ends
FEATURE FREEZE 1 4 s Every bug freezes in place and can't hurt you. Enemy shots hang in the air. The boss moves at half speed
SHIP IT! 1 8 s Every weapon fires twice as fast
REWIND! 1 instant HP goes back to what it was 5 s ago (at least +15), with 1.5 s of invulnerability and a ghost replay of your path
KILL SWITCH 2 instant The most common kind of bug on screen is switched off: all of them die
WEBHOOK 2 6 s Every kill fires a homing bolt at the next bug (chain reactions)
PARTY MODE 2 6 s A damage aura (60 px, hits 4x a second for 20 + 10 per wave), all gems and coins fly to you, and bugs can't touch you
SCOUT TROOP 2 10 s 8 scout drones join you: each zaps and flags a bug (+40% damage taken) every 0.5 s
HOGZILLA! 3 6 s You become Driving Hogzilla: 30% faster, can't be touched, and run bugs over (80 damage, scaled by wave)
SAMPLING 3 5 s 90% of bugs go ghostly: they can't hurt you and take double damage
CMD+K 3 - The command palette: pick any of 3 powerups

At the start of wave 2 a Self-Driving Mode powerup drops next to you, so you can try one.

18Pickups and the arena

Pickup What it does
Gem (XP) Every kill drops one. Colour shows worth: blue (1), green (2+), pink (5+), big gold (20+). When more than 80 gems lie around, ones close together merge into one worth the lot. With 350 on the floor, a new drop takes in the gem farthest from you
Coin Gold. Worth 1 x (1 + 10% per heat) x your gold bonus. Coins inside your pickup range fly to you
Food (snack) Heals 20% of max HP (at least 25)
Vacuum magnet Every gem and coin on the map flies to you
Hotfix bomb Everything on screen dies. Bosses lose 6%. Nohog doesn't care
Chest See Chests. The boss's big chest is gold and worth more
Powerup See Powerups
Merch relic A small permanent-for-this-run buff (see relics)
Handbook page Lore, collected for good

Normal kill drops (x luck): food about 0.6% from small bugs and 2.5% from others (halved at heat 4+), a coin 1.5-3.5%, a vacuum ~0.3% (after 0:30, one at a time), a hotfix ~0.25% (after 0:45, one at a time), and a tiny powerup chance (after 1:00).

Crates: one every 22 s from 0:20, 110-180 px from you, max 3. Break one (10 HP) for: food (40%, halved at heat 4+), a vacuum (12%), a hotfix (6%), a powerup (4% in wave 1, 12% later), or else 3 coins. From wave 6 a crate has a 3% chance of a handbook page instead. Crates are your steady source of healing.

Tech-debt puddles: one every 30 s from 1:15 (max 4), placed 120-200 px from you. They grow to 34 px (+3 per heat) over 15 s, last 45 s, and slow you to 55% while you're in one. Superhero flies over them.

The arena is at least 1280 x 800 px with walls. The camera follows you.

19Gold, risk and cashing out

Gold buys merch and hoggie capsules between runs.

  • Wave 1 gold is always kept, win or lose.
  • From wave 2, gold is at risk. The HUD shows "N AT RISK": the gold picked up since your last CONTINUE.
  • Die: you keep the safe gold plus half of the at-risk gold.
  • CONTINUE: all your gold becomes safe.
  • CASH OUT: you bank all of it plus a bonus of 15% x the wave number on the at-risk part (e.g. wave 4: +60%).
  • Quitting from pause keeps what dying would keep. The run isn't recorded.
  • Gold sources: coins, chests, +3 for a skip, +10 from a gold filler card. Burning Money and the Burning Money hoggie turn every coin into a fireball instead, and chests give no gold.

20Score

score = ( kills x 10
        + (level - 1) x 100
        + seconds survived x 5
        + 2,000 x (1 + 2 + ... + bosses beaten)     e.g. 3 bosses = 12,000
        + 3,000 x wave, if you cashed out )
        x (1 + 0.2 x heat)

Each boss is worth more than the last, and cashing out is worth a lot on a high wave. A 250,000 score earns a crest.

21Heat

Pick heat 0-5 on the title screen. Heat n unlocks by winning on heat n-1 (a win = clearing wave 1). Heat stacks: heat 3 has everything from heat 1, 2 and 3.

Heat Adds
1 More bugs: x1.3 spawns
2 Faster bugs: x1.18 speed. The boss can spiral from the start
3 Elites come early: lone elites at 0:45, 1:25, 2:05, 2:45
4 Less healing: no base regen, half as much food
5 The boss rages at 25% HP, and every boss from 2.0 gets an extra affix

On top of that, each heat level adds pressure that ramps up over the first 2:30 (and a bit beyond): +15% bug HP and +10% spawns per heat level (up to 1.5x that by 3:45), and +8% bug damage per heat level. Puddles get bigger.

Rewards: gold x(1 + 0.1 x heat), chest gold the same, and score x(1 + 0.2 x heat). On heat 1+ the ring and the stampede can come in either order.

22Difficulty

Set by the theme (it's per prospect, not a menu option).

Easy Normal Hard
Bug HP x0.65 x1 x1.35
Bug damage x0.55 x1 x1.3
Spawns x0.7 x1 x1.3
Boss HP x0.6 x1 x1.4
Base regen 0.6 HP/s 0.25 HP/s 0

Easy's discounts fade to normal between waves 3 and 6, so an easy run still ends.

23YOLO mode

--dangerously-skip-permissions. On the title screen, unlocked by reaching wave 6.

  • x3 spawns, x3 XP, x3 gold.
  • x2 damage both ways: you deal double, and from wave 2 bugs hit twice as hard.
  • 90 s waves: a boss every 1:30.
  • No pauses: level-ups apply instantly. PostHog AI picks your cards (usually the best one, sometimes not), with commentary ("Max merged Surveys straight to main.").
  • After each boss Max ships a release for you and the next wave starts right away. No SHIPPED screen, no cashing out: YOLO runs end when you die.
  • A powerup rains down every 6 s.
  • ALL HANDS at every boss.
  • YOLO has its own leaderboard.

24Hoggies (characters)

All 171 PostHog hedgehogs are playable. About 40 are signature hoggies with a start weapon and a real trait. The rest are the cast: default stats plus one small perk that matches the art.

Signature hoggies

Hoggie Starts with Trait How to unlock (besides capsules)
I'm The Driver the theme's main product None: the default Start
Wizard 1-3 Product Analytics +20% area (Wizard 3: +10% XP too) Wizard 1 at start
Wizard 4-5 Feature Flags +20% area
Self-driving - Self-driving for 5 s at the start of every wave. Powerups last 2x Crest: ride out Self-Driving Mode
Driving Hogzilla Heatmaps Runs bugs over while moving (20 damage, scaled by wave). +30 max HP Crest: get run over by Hogzilla
Terminator Experiments ("minigun tests") One free revive ("I'll be back") Reach wave 5
Reaper Error Tracking 1% of kills reap every bug on screen under 20% HP. -30% max HP Reach wave 13
Burning Money Revenue Analytics Every coin becomes a fireball. No gold Pick the Burning Money release
Dadd AI 1-2 PostHog AI Max AI starts at level 3 Dadd AI 2: crest (1,000 AI kills)
Noir 1-5 Replay Vision Sees Heisenbugs. +10% crit Noir 1: crest (50 elites)
X-ray Session Replay Sees Heisenbugs Crest: evolve Rage Click Vortex
Data Thief Data Warehouse Pickup range x2 Crest: hold Warehouse, Pipelines and Batch Exports
Desk Wizard - Brings a DeskHog turret Crest: run 9 Command Center agents
Doc Brown / Back to the Future Session Replay A free Rewind powerup at the start of every wave from wave 2
Caveman - Evolves at waves 3 and 6: Business Evolution, then Final Evolution. Each form +25% damage and +25 max HP Reach wave 3
Robot - +1 projectile, -15% speed
Superhero - Flies over tech debt and icy floors. +15% speed
Stamp Approved Surveys +20% armour
Stamp Denied - Thorns: bugs that touch you take 30 damage (scaled by wave)
996 - +40% XP, but you slowly burn out (-0.5 HP/s) Survive 9:36 in one run
Panic - Faster the lower your HP: up to +50% speed and 30% faster weapons near 0 HP
Asleep / Sleepy - -15% speed, but heals 2 HP/s
Dynamite - A hotfix bomb goes off every 60 s
Angel - Revives at full HP, once per wave Kill Nohog (never in capsules)
Error Error Tracking +8% crit Crest: evolve Stack Trace Storm
Experiment / Scientist Experiments +1 projectile Experiment: crest (evolve Multivariate Barrage)
Survey Surveys +20% area Crest: evolve NPS Blizzard
Chart Product Analytics +20% area Crest: hold 3 analytics weapons
Workflows Workflows - Crest: evolve Multi-Channel Blast

A signature start weapon that's a theme product is only used if the theme has that product. Tools always work.

Cast perks

Every other hoggie gets one perk, matched to its art (a coffee or rocket hog is fast, a chef is tough...):

Perk Effect Perk Effect
Speed +6% speed Area +6% area
Might +6% damage Crit +4% crit
HP +15 max HP Fire rate +5% fire rate
XP +8% XP Gold +15% gold
Luck +10% luck Regen +0.4 HP/s
Pickup +20% pickup range Armour +5% armour

Unlocking hoggies

  • Start: I'm The Driver, Wizard 1, and one random cast hoggie.
  • Crests: every crest unlocks a hoggie (see Crests).
  • Milestones: Caveman (wave 3), Terminator (wave 5), 996 (9:36 in one run), Reaper (wave 13), Burning Money (take that release), Angel (kill Nohog).
  • Capsules: one free per wave cleared after the first (max 5 per run), each a random new hoggie. You can also buy them in the MERCH store: 110 + 15 gold per hoggie you own.
  • Angel, Reaper, Business Evolution and Final Evolution never come from capsules.
  • New hoggies get a reveal screen after the run.

25Crests (achievements)

All 55 PostHog team crests. Each one pops a badge in the game and unlocks a hoggie.

Crest How to earn it Unlocks
A Default Crest Clear wave 1 Success
AI Gateway Squash 1,000 bugs with AI tools (in total) Dadd AI 2
AI Observability Evolve Trace into Evaluations Magnifying Glass
AI Research Evolve Max AI into Deep Research Research
Analytics Platform Hold 3 analytics weapons at once (Product Analytics, Web Analytics, Heatmaps, Revenue) Chart
APM Beat a boss in under 20 s Rocket
Batch Exports One Batch Export hits 100 bugs Mailbox
Billing Earn 1,000 gold in total Money
Blitzscale Reach wave 5 before 14:00 Roller Coaster
Builder Relations Play 10 runs Hand Clasp
ClickHouse Squash 100,000 bugs in total Construction 1
Client Libraries Clear wave 1 with 10 different hoggies Coding Group
Cloud Foundations Reach wave 8 Construction 2
Cloud Platform Reach wave 10 Float
Conversations Find 10 handbook pages Phone Call
Customer Analytics Squash 50 elites in total Noir 1
Customer Success EU Co-op only: not in this game Croissant
Customer Success NA Co-op only: not in this game Burger
Data Modeling Evolve Managed Warehouse Doll House
Data Tools Hold Warehouse, Pipelines and Batch Exports Data Thief
Demand Gen Pick up 25 powerups in one run Megaphone
Dev Experience Clear wave 1 without getting hit Code Bubble
Editorial Find every handbook page Reading Is Magic
Error Tracking Evolve Stack Trace Storm Error
Experiments Evolve Multivariate Barrage Experiment
Feature Flags Evolve Kill Switch Grid Stop
Forward Deployed Engineering Clear wave 3 on heat 3 or more Explorer
Graphics Unlock 25 hoggies Art Thief
Growth Reach level 100 in one run Gardener 1
GTM Engineering Cash out at wave 3+ with 500+ gold Haha Bizzniss
Ingestion Collect 5,000 gems in one run Hot Popcorn
Managed Warehouse Hold 5 evolved weapons Organized
Marketing Score 250,000 in one run Town Crier
MCP Analytics Hold 5 PostHog tools in one run Cursor
New Business Sales Cash out for the first time Gatsby
Onboarding Finish your first run Lifeguard
People Ops Unlock 50 hoggies Namaste
Platform Features Patch a weapon to v1.10 Transformer
Platform UX Ship a v2.0 major release iPad
PostHog Desktop Run 9 Command Center agents Desk Wizard
Product Analytics Evolve Funnel Quake Level Up
Product Lead Sales East Clear wave 1 on heat 3 Football Coach
Product Led Sales West Clear wave 3 on heat 5 Cowboy Lasso
Replay Evolve Rage Click Vortex X-ray
Security Clear wave 6 without dropping under half HP Mountie
Self-Driving Ride out Self-Driving Mode Self-driving
Support Be revived 10 times in total Doctor 1
Surveys Evolve NPS Blizzard Survey
Talent Unlock every signature hoggie Star
Warehouse Sources Collect every merch relic Safari
Web Analytics Evolve Realtime Dashboard Traffic Controller
Website (hidden) Fuse Full Stack Nova Dr. Manhattan
Wizard Docs Clear wave 1 as a Wizard Wizard 3
Workflows Evolve Multi-Channel Blast Workflows
YouTube Get run over by Hogzilla Driving Hogzilla

26The merch store

MERCH on the title screen. Three tabs (TAB or 1-3 to switch): MERCH (the store), HOGGIES (pick who to play) and CRESTS (the wall).

The store sells the Hoggie Capsule (a random new hoggie, 110 + 15 gold per hoggie you own) and all 57 items from PostHog's real merch store, each with a strange but useful effect. Owning it means wearing it: it works in every run. Items stack: each copy applies the effect again and costs 1.6x the last (rounded to 10).

Prices below are for the first copy.

Item Effect Price
PostHog sticker +3% damage, +3% XP 150
tote.bag +40% pickup range, -4% speed 250
token.burning_cap +7% damage, weapons 2% slower 280
posthog_playing.cards +1 reroll per run, +4% luck 300
summer.socks +5% speed, +0.3 HP/s regen 300
dangerously_skip.pad +1 skip and +1 banish per run 320
PostHog Laptop Sleeve +12% armour while standing still 320
PostHog meme sticker pack +25% gold 320
retired-billboard.duffel +15% gold, +15% pickup range 350
cycling.shirt +10% speed, -10 max HP 350
womens.tee +8% max HP, +3% speed 350
Thirsty for business t-shirt +50% pickup range below half HP, +8% gold 350
PostHog New Hire Kit +30% XP for the first 3 minutes 350
posthog_owala.waterbottle +1 HP/s regen while moving 380
slimfit_home.jersey +12% damage in waves 1-3 380
womens.shorts +6% speed, +6% XP 380
mens.shorts +6% speed, +4% crit 380
crossbody.bag +1 skip per run, +10% pickup range 380
posthog_track.suit +12% speed above half HP 380
Hogzilla & friends sticker pack +10% weapon size, +10% pickup range 380
PostHog Birthday Gift +12% luck, +6% gold 380
2020.cap +10% luck, +8% XP 400
heavy_canvas.jacket +25 max HP, -6% speed 400
Copy/Pasta Hoodie Powerups last 40% longer 400
camo.cap +18% armour below half HP 420
How's it growing? t-shirt +20% XP, -8% damage 420
Runtime error t-shirt +40% crit damage, -4% crit 420
Dark mode long sleeve shirt +10% armour after 5 minutes 420
Hedgehog t-shirt +5% armour, +0.4 HP/s regen 420
PostHog Carhartt cap +15 max HP, +4% armour 420
slimfit_away.jersey +12% damage from wave 4 on 450
womens_quilted.jacket +0.6 HP/s regen, +10 max HP 450
Theo mode t-shirt +18% XP while moving 450
Tactical black t-shirt +5% speed, +5% armour 450
Danger t-shirt +25% damage below 30% HP 450
PostHog for Startups Kit +15% gold and XP in waves 1-2 450
windbreaker.jacket +8% armour, +6% speed while moving 480
quick.call Weapons 10% faster in boss fights 480
Scrabble t-shirt +25% damage every 3rd minute (minutes 3, 6, 9...) 480
Hogzilla t-shirt +18% weapon size, -4% speed 480
Hedgehog hoodie +1.5 HP/s regen while standing still 480
organizer_2026.cal Weapons 1% faster per minute (max 12%) 500
supabase_posthog.shirt +8% damage and XP with 3+ weapons 500
Popular name brand watch t-shirt Weapons 2% faster per wave (max 10%) 500
posthog_ceramic_art.mug Weapons 8% faster, -12 max HP (jitters) 520
PostHog Timbuk2 Backpack +1 reroll, +1 skip, -5% speed 520
Data warehouse t-shirt +3% damage per weapon you own 520
PostHog Dark Mode Hoodie +10% damage, +8% armour after 10 minutes 520
PostHog YC kit +15% damage in boss fights 520
light_mode.shirt Bugs take 5% more damage, +8% weapon size 550
posthog_caps.key +6% crit, +25% crit damage 550
Candle by PostHog +16% damage, -15% max HP 550
College t-shirt +1% damage per level (max 20%) 580
The different sticker pack +1 projectile below half HP 780
Copy/pasta t-shirt +1 projectile, weapons 12% slower 850
max.hedgehog +1 revive per run, -10% damage 880
DeskHog Kit +1 projectile, -15% weapon size 1,000

"Minutes" here means time since the run started.

27Merch relics and handbook pages

Merch relics (in-run)

Relics drop from every boss from 2.0 on (one per boss) and, from wave 3, from about 3% of elites (x luck). You can hold one of each per run. Their buff lasts the run, and they're collected for good (all 9 earns a crest).

Relic Buff this run
token.burning_cap +8% damage
dangerously_skip.pad +6% crit
posthog_playing.cards +1 reroll
posthog_owala.waterbottle +1 HP/s regen
tech_anorak.jacket +8% armour
summer.socks +8% move speed
retired-billboard.duffel +30% pickup range
home.jersey +12% XP
top.hat +15% luck (hedgehog mode approved)

Handbook pages

22 pages of PostHog history and values. Page N drops the first time you beat boss version N (wave 1's boss gives page 1, Legacy Monolith 2.0 gives page 2...). From wave 6, crates have a 3% chance of dropping your next missing page. 10 pages and all 22 each earn a crest.

  1. Idea number 6: the sixth idea, after five pivots in six months.
  2. YC W20: Tim and James joined Y Combinator, winter 2020.
  3. The MVP: built in four weeks, then launched on Hacker News.
  4. 300 deployments: over 300 deployments in a couple of days.
  5. ClickHouse: Oct 2020: moved to ClickHouse for billions of events.
  6. PostHog 3000: going from 1 to 3000, not 0 to 1.
  7. Max's rule: Max is never drawn in profile. Self-conscious.
  8. The name: the hedgehog is still called Max.
  9. You're the driver: no deadlines, very minimal coordination.
  10. Make it public: we default to transparency with everything.
  11. Do more weird: we aren't weird for the sake of it.
  12. Why not now?: doing the thing is the answer by default here.
  13. Optimistic by default: you cannot change the world without believing you can.
  14. Culture: if given a choice, go live. Write everything down.
  15. Free tier: your free allowance renews every month. Yes, all of it.
  16. 97%: 97% of companies use PostHog for free.
  17. Offsites: a 24-hour hackathon at every offsite.
  18. DeskHog: a palm-sized console with three buttons. A friend.
  19. Hedgehog mode: tiny hedgehogs on your website, sometimes in top hats.
  20. Self-driving: a troop of more than 90 scouts watches PostHog.
  21. Mission: equip every developer to build successful products.
  22. Owners: zero intention of selling our business.

28The unhinged set pieces

The Hogzilla drive-by

An event from wave 3 (about 1:15 into each wave). A horn sounds and a 44 px yellow lane flashes across the screen through where you're standing, with chevrons showing which way it's coming. 1.8 s later, Driving Hogzilla barrels through at 560 px/s with a long screen shake. - Every bug in the lane dies. Bosses lose 4%. - If you're still in the lane it hits you for 25% of your max HP (armour doesn't help, and the 35% hit cap doesn't apply). It earns the YouTube crest, which unlocks Driving Hogzilla. Self-Driving Mode, the Hogzilla powerup and invulnerability save you.

ALL HANDS

Every hoggie you've unlocked stampedes across the screen (up to 24), flattening bugs on the way (60 damage, scaled by wave; bosses take 1%). It happens when you reach a new personal best wave (wave 3+) and at every YOLO boss.

Nohog (the Reaper)

Wave 13: DEPRECATION. 20 s into the wave, a hog-shaped hole in the world arrives: Nohog, a black void with a violet event horizon. - It never stops and never slows: it starts at 60 px/s and speeds up by 4 px/s every second, up to 210 (faster than you, unless you're fast). - Its touch deals 50% of your max HP (capped at 35% per hit like any other). - It takes only 20% damage, has at least 1,000,000 HP (or 240 s of your current DPS, whichever is more), and ignores knockback, slows, hotfixes, HogQL, pipelines, Hogzilla and ALL HANDS. - It comes back every wave from 13 on. - Kill it (a broken enough build can) and "NOHOG IS DOWN?!": 20 coins (5 of them big) and Angel unlocks. - Just reaching wave 13 unlocks Reaper.

29Leaderboards

SCORES on the title. A top 20 per game, with two boards: RUN (all normal runs, any heat, since heat already scales the score) and YOLO. Make the board and you enter 3-letter initials on the end screen. Each prospect game has its own boards. Leaderboards are on wherever the game is hosted and in the Android app, but off when it runs locally.

30How damage works

When a weapon hits a bug:

damage = base
       x might              (passives, merch, relics, releases, funding rounds: x1.15 per boss, YOLO x2)
       x patch bonus        (x1.12 per patch, x1.6 for a v2.0)
       x bug armour         (tanks 0.6, shielded elites 0.45, nests 0.8, Enterprise Deal 0.65...)
       x (1 + vulnerability)  (Make It Public, light_mode.shirt: ignores armour)
       x crit               (x2, or x3 with Source Maps)
       x 1.4 if flagged      (Scouts, the Scout Troop powerup)
       x 2 if sampled        (the Sampling powerup)
       x boss crumble        (up to x8 on wave 1, x16 later)
       x 0.35 behind Monolith plates
       x 0.2 against Nohog
  • Exact-damage effects skip all of that: Batch Exports, HogQL deletes, hotfixes, pipelines, Self-Driving PRs, Kill Switch.
  • Some hits can't crit: Surveys, Heatmaps, Scouts' flag hit, Logs (car and bombs), the moat, ramming (Driving Hogzilla, the Hogzilla powerup) and Party Mode's aura.
  • Damage numbers are merged per bug every quarter second. In a big crowd only crits, big hits, elites and bosses show numbers. N toggles them.

Incoming damage: contact damage x (1 - armour), armour capped at 70% (so you always take at least 30%), then capped at 35% of max HP per hit. Then 0.55 s of invulnerability.

31Tips and builds

The first run

  • Keep moving. Your weapons aim themselves. Your only job is to not be where the bugs are.
  • Grab gems early: levels compound. Autocapture makes this much easier.
  • Break crates: they're your main food source.
  • Aim for one evolution by the boss. Get a weapon to L5, take its partner passive, and kill an elite. The 3:00 elite pack drops three chests.
  • Exploders: kill them at range or step away from the fuse. Chargers: sidestep the red line. Spitters: close the distance.
  • The boss: circle it, dodge the charge line, and find the gap in the ring. It crumbles after 50 s even if your build is weak.

On the ladder

  • Continue or cash out? Each CONTINUE makes your gold safe and gives a funding round. Dying from wave 2 on costs half the gold picked up since. Cash out when the next wave looks like a wall, especially on a high wave where the bonus is big (15% x wave).
  • Take tools. They're strong, and through wave 5 the Release screen always offers one.
  • Multipliers beat raw damage. Scouts (+40% to flagged bugs), Make It Public (ignores armour, and wave 6's armoured bugs make it shine), Source Maps (x3 crits), Rollout 100% (+1 amount on everything).
  • Double-duty passives: Autocapture, Hot Reload, Big Monitor, Docs Day, Rubber Duck and Pair Programming each evolve two weapons.
  • Survival: Data Moat, Self-Healing, Code Review and Snack Break. Kill Switch Protocol is a free panic button.
  • Wave 7 (Outage): stay close to your weapons' reach; Replay Vision and Noir hoggies see the Heisenbugs.
  • Wave 8 (Code Freeze): start turning early. Superhero ignores the ice.
  • The Hogzilla drive-by: the lane is drawn through where you are when it starts. Step out sideways, not along it.

Build ideas

  • Crit storm: Error Tracking + Rubber Duck, AI Observability (Evaluations auto-crit), Source Maps, posthog_caps.key.
  • The minefield: Feature Flags + Hot Reload, Endpoints (Edge Cache) + You're the Driver, Heatmaps. Walk loops.
  • Money printer: Revenue Analytics + Lucky Commit, 97% Pay $0, the meme sticker pack. Or go Burning Money: coins become fireballs and still power the MRR Cannon (but bank nothing).
  • Screen wiper: Data Pipelines + Optimistic by Default, HogQL (Materialized View), Default to Transparency, Logs.
  • Multiplier stack: Scouts (Troop of 90), Make It Public, Batch Exports (Backfill) on top of anything that hits a lot.
  • Full Stack Nova: Session Replay + Autocapture and Error Tracking + Rubber Duck, then one more chest.

32Quick reference

Numbers worth remembering - Boss at 3:30. Later waves: 3:00 (wave 2), then 2:30. - Evolution = L5 + partner passive + chest. - Patch = x1.12 damage. v2.0 = x1.6, +1 amount, 15% faster. - Funding round = +15% damage (compounding), +10 max HP per boss. - One hit takes at most 35% of max HP. Armour caps at 70%. - Passive slots: 6, then 8 from wave 3. - Rerolls, skips, banishes: 1 each per run (+ merch). - Gold at risk from wave 2: die = keep half, cash out = +15% x wave bonus. - YOLO unlocks at wave 6. Heat n unlocks by winning heat n-1. - Nohog arrives at wave 13, 20 s in.

What the colours mean | Colour | Meaning | |---|---| | Yellow bug | Exploder (fuse) | | Red bug | Charger (dash) | | Green bug | Spitter (shots) | | Lilac bug | Regression (comes back) | | Brown, big | Legacy Nest (factory) | | Cyan, flickering | Flaky (blinks) | | Orange, growing | Scope Creep | | Faint white | Heisenbug | | Pink pair | Race Condition | | Gold pip overhead | Elite (chest) | | Blue ring around a bug | Shielded elite | | Blue flag over a bug | Flagged by a scout (+40% damage) | | Red halo shot | Enemy shot | | Yellow lane | Hogzilla drive-by incoming | | Glowing ring on the floor | Powerup | | Green sludge | Tech debt (slows you) |