Somewhere inside the zone you just drew, real people are already moving — checking their phones, reading the map, deciding whether to run or wait it out. Phantom Chase turns your own streets into the arena. A live GPS map, a real countdown, and once it hits zero, nowhere is quite as safe as it was a minute ago.
Split into Hunters and the Hunted. One side closes in. The other side has to be smarter, faster, or simply harder to find.
THE RULES OF THE HUNTYou're the one everyone's looking for. Stay inside the zone, stay unseen, and stay uncaught until time runs out. You see your own position on the map — not much else, and that's the point. What you do have is a hand of Jokers: invisibility to vanish for a stretch, a decoy ping to send Hunters somewhere you're not, a speed burst when a clean sprint is the only way out.

You don't get a name to chase — you get a blip. Phantoms show up on your map as anonymized markers until the moment you actually catch one, so tracking them down takes real coordination with the rest of your hunter team, not just watching a dot. When you finally close the gap, the catch isn't a tap — it's a scan of the signed code they show you, in person.

Before the first Phantom even joins, you've already drawn the battlefield — the play zone, right on a live map. Once the hunt starts, you get the one view nobody else has: a full god-view of every participant, their position, battery, and signal, all in real time. You moderate the lobby, confirm or deny every catch, and can end the match the instant something needs it.


Before anyone can play, the Game Master sets the stage — naming the hunt, choosing how many Hunters and Phantoms it needs, setting how long it runs, and drawing the play zone right on a live map. That circle becomes the entire world for the length of the match.

From the first second, everyone's on a fullscreen live map — the zone glowing, the clock counting down, every position updating in real time. Four tabs keep the whole match within reach: the map itself, your hand of Jokers, the group chat, and a running log of everything that's happened so far. The Game Master gets a fifth — Manage — for when something needs their attention.


Closing the distance is only half the job. A Hunter doesn't just tap a name on a screen — they scan a signed code the Phantom shows them, in person, close enough for Bluetooth and GPS to agree they're really standing there. Then the Game Master signs off.

Whether time runs out or the Game Master calls it early, every hunt closes the same way — a summary built just for you. Distance covered, time on the move, top speed, steps taken, your closest call of the match, all laid out next to how it actually ended.
