Red Handed is a reverse stealth experiment where detection is the trigger, not the failure state. The moment a guard spots you, the world snaps into slow motion, giving just a heartbeat to decide whether to shoot, kick, or vanish. Its 1-bit art style keeps silhouettes razor clear, letting you read lines of sight even faster than in Steel Brainrots, while the tight arenas echo the claustrophobic tension of Undead Corridor hallways.
Every micro-level plays like a bite-sized puzzle. Ammo is scarce, invisibility drains fast, and melee kicks cover only one foe. You’re rewarded for planning routes, baiting multiple guards with the same detection, and executing within the frozen moment. Restarting is instant—tap R, tweak the path, and chase that perfect run.

E activates invisibility for quick repositioning but drains fast. Combine it with slow-motion to exit the scene before backup arrives.R to instantly restart. Speedrunners rely on this to nail perfect loops similar to practicing corridors in Gun Mayhem.| Action | Input |
|---|---|
| Move | WASD / Arrow Keys (AZERTY: ZQSD) |
| Shoot | Left Mouse Click |
| Melee Kick | Right Mouse Button |
| Stealth | E |
| Restart | R |
| Invert Y-axis | Y |
No. Getting spotted is how you trigger slow motion. The failure state is hesitating too long or mismanaging ammo once time resumes.
While minimal UI keeps things clean, the short level structure encourages personal bests and community challenges.
In theory yes, but the design encourages purposeful detection. Mix stealth with decisive attacks for optimal flow.
Pair bullets with melee, aim for headshots in slow-mo, and restart if you waste more than two shots on a single guard.