
The Map Is Part Of The Rule
See, Smell, and Duplicate are route problems, not reaction problems. You are not just running from Cobb. You are choosing whether the next corridor still gives you distance, darkness, or a clean loop out.
Cobb Can Move Support Page
The Cobb Can Move rules are short, but the consequences of each one are not. Every new rule changes what counts as safe movement, when you can interact with objectives, and whether hiding is still a real option.
This page is not trying to turn the game into a giant wiki. The goal is simpler: explain what each rule actually means in play, point out the mistakes players keep making, and help you recognize the combinations that turn a manageable run into a collapse.

COBB CAN MOVE — survival horror where the rules change. Each level adds a new way for Cobb to find you.
These images are here to make the written advice easier to map onto real runs. They are most useful when you want to connect a rule name to the kind of space, spacing, and pressure that actually causes mistakes.

See, Smell, and Duplicate are route problems, not reaction problems. You are not just running from Cobb. You are choosing whether the next corridor still gives you distance, darkness, or a clean loop out.

Once Cobb closes in, the gap shrinks faster than it looks. Reach, Smell, and panic movement all compound here. If you are still running straight when this screen looks familiar, you are already in a losing position.

The final level does not end when you place the last battery. A short survival phase kicks in immediately after. Stay alive near the furnace until the sequence completes or you will lose a run you already earned.
The Cobb Can Move rules follow a clear structure explained in the official devlog: Cobb starts with almost nothing, then gains senses or pressure tools as the run goes on. Some rules affect Cobb directly, while others make the player weaker or more urgent. That split matters, because the correct response changes depending on where the pressure is coming from.
This page focuses on what each rule actually changes in play, which decisions stop being safe, and what you should stop doing the moment a new rule appears.
Before you move in a new level, decide whether the active rule punishes light, sound, distance, or time. That one judgment usually tells you what the first mistake will be.
This is the baseline rule, and the official devlog describes it as an aesthetic rule that does nothing by itself. Its value is psychological. It introduces Cobb as a presence before he becomes a fully layered threat.
That matters because Cobb Can Move is not built around a monster who starts all-knowing. The run gets harder because he gains senses and pressure tools over time, so this opening state teaches the player what normal looks like before the rest of the system starts breaking it.
The official devlog says Cobb notices the player when light level is high, and the distance from which he can notice you grows with visibility. That means light is not only comfort or navigation. It is also exposure.
The developer later clarified the most useful practical detail in comments: if Cobb is nearby, staying in darkness matters, and he will chase the last place where he saw you in the light. That makes See one of the most readable rules once you stop thinking about vision in ordinary horror-game terms.
See punishes hesitation. Players often think they are reacting to Cobb, but the rule is really punishing the place they chose to stand before the chase even started.
Hear changes the run from a pure movement problem into a timing problem. The official rule description says Cobb reacts to sounds, with footsteps only audible at close range but loud actions like breakers audible from across the map.
The important shift is that interaction itself becomes risky. A player who understands the route but forgets the noise profile of the objective can still call Cobb straight into the path they needed next.
Smell is the rule the developer described as having no real counter beyond distance. In the official explanation, Cobb periodically sniffs out your general direction, and the pressure gets much stronger the closer he is.
That changes the value of hiding immediately. Corners and short pauses stop being reliable if Cobb is already near, because the problem is no longer line of sight alone. The rule rewards players who create space before they try to stabilize.
Players often ask how to counter Smell. The real answer from the developer is blunt: there is not a clean counter. Distance is the defense, so route length matters more than clever hiding.
Reach looks simple on paper. The official definition is just longer arms. In play, that small change ruins a lot of borderline habits at once.
A route that felt barely safe without Reach can become a trap with it, especially near turns, interact points, or choke spaces where players like to squeeze one last task before peeling away.
Duplicate is one of the clearest examples of a rule being scarier in structure than in raw numbers. The official devlog says it spawns another Cobb and slightly slows each one, but the real danger is that your fallback route stops being singular.
Once there is more than one Cobb, reading the map becomes more important than winning a single chase. A player who only tracks the nearest threat can survive one dodge and still walk directly into the route that was supposed to save them.
These rules are important because they change the source of danger. Freeze means the player slows and eventually dies if they remain in low light too long. Starve adds ongoing hunger pressure and spawns carrots across the map. Both rules turn time management into a survival mechanic.
Freeze is especially brutal because it can clash with the instinct to hide in darkness. Starve is different: it punishes over-stalling and forces you to keep moving through the dungeon even when a cautious player would rather hold a safer area.
Single rules are readable. The real wall comes from combinations. The official comments and player feedback repeatedly point to two especially rough cases: See plus Freeze, and runs where multiple senses stack together.
See plus Freeze is nasty because one rule pushes you into darkness while the other punishes you for staying there. The solution is rhythm, not camping. Use darkness to break pursuit, then move again before Freeze turns the hiding spot into the next problem.
Three-sense pressure is worse because each fallback invalidates another. Darkness helps against See, but not Smell. Standing still helps against Hear, but not if distance is already gone. When the senses pile up, the goal is not to find a perfect hide. It is to keep enough space that Cobb has to keep re-solving you.
Most failed runs are not caused by misunderstanding a sentence. They come from carrying an old rule's habit into a new rule's problem. A hiding pattern that worked one level ago can be exactly what gets you caught now.
The most common errors are all versions of the same issue: players read the label, but they do not update their priority order. They still route the old way, hide the old way, or trigger tasks at the old timing.
At the start of every level, ask one question before moving: what does this rule punish first? If you answer that correctly, your opening route usually improves immediately.
These links are here to show how real runs look once the rules start stacking. The videos are a supplement, not the main explanation, so use them to compare decisions after reading the written breakdown above.
A clear YouTube run that actually walks through the story mode rule stack, shows how the pressure changes level by level, and briefly touches endless mode after the campaign.
Open videoThe official explanation is simple: Cobb's arms get longer. In practice that means routes that used to feel barely safe can stop working, because the grab margin is larger than your old spacing expects.
The developer's own answer is that there is no clean counter other than distance. Smell gets stronger when Cobb is close, so your best defense is to make larger loops and create space before trying to hide.
Because the rules pull you in opposite directions. See tells you to use darkness, while Freeze punishes you for staying there too long. The way through is short resets, not camping.
Yes. Official updates mention tweaks to the ending and Cobb's speed during the final task, which matches the player feedback that the last stretch is a real pressure spike rather than a victory lap.