The Treasure Run: Krillocity's Underwater Course, Lap by Lap
Every Krillocity race swims one course, the Treasure Run: a sunlit seabed of sand and kelp, with two galleons wrecked in the open water. Here is how a lap is laid out, what you pass on the way round, and how many laps a race can carry you.
Introduction
Every race in Krillocity swims the same course, the Treasure Run: open seabed in bright, shallow water, with a kelp forest along the far side of the track and two galleons lying wrecked further out. This guide goes once round a lap: how it is laid out, what you swim past, how the track holds every racer, and how far a race can carry you.
The course used to be a loop of different underwater worlds, one after another. Since 26 October 2026 it is one world, built round the sunken treasure it is named for, so the place you start in is the place you finish in.

The Course in Numbers
- 2,620 m a lap, in ten stretches.
- 262 points of answers to swim one lap, at 10 m a point.
- 8 laps a race can start from, each laid out differently.
- Up to 16 lanes in a race, public or private, all on the same stretch of track.
How a Lap Is Laid Out
One lap of the Treasure Run is ten stretches, each with a shape of its own. They always come in this order, and the figures in brackets are where each one lies on the lap, measured from the start line:
- Approach, 300 m (0 to 300 m): level ground off the start line.
- Climb, 380 m (300 to 680 m): the longest stretch, a long slope up through the kelp.
- Crest, 180 m (680 to 860 m): up and over the top, with the ground falling away on the far side.
- Rollers, 320 m (860 to 1,180 m): a run of crests and hollows, with the wreck's treasure along the far side.
- Drop, 200 m (1,180 to 1,380 m): a steep drop off a lip, then rolling ground at the foot.
- Approach, 280 m (1,380 to 1,660 m): level again, back through the kelp.
- Bend, 300 m (1,660 to 1,960 m): the track swings away from you and comes back, its lanes a little smaller while it is further off.
- Crest, 200 m (1,960 to 2,160 m): a second rise and fall, with more treasure beside it.
- Rollers, 260 m (2,160 to 2,420 m): more crests and hollows.
- Flat, 200 m (2,420 to 2,620 m): a level run to the head of the next lap.
The lap goes round for ever, and its ground is laid out afresh each time round, so no two laps have quite the same hills and hollows even though the stretches come in the same order. Each lap fades into the next over its last 160 m, so there is never a seam to see, and nobody ever reaches the end of the course.
A race does not always start in the same place. Each one sets off from the head of one of eight laps, picked for that race, so two races in a row usually start on different ground. The daily race swims a lap picked for the day, the same for everyone who plays it.

One Track, Every Racer
Everyone in a race swims the same stretch at the same moment, each in a lane of their own along the floor, and your lane is always the nearest. The track is laid out for the room's lanes from the start, sixteen in a public race, and each racer takes the next free lane as they arrive, so nobody shifts when someone joins. On a screen too short for that many lanes they pair up, two racers to a lane, one a little behind the other.
The camera rides with your own krill, which wears a YOU pin, and every other racer has their name over them. A rival who swims out of view shows as their avatar in a ring at that edge of the screen, with an arrow and the gap to you in metres. Racers swim as the plain pink krill or as an avatar from the shop: the shark, the turtle and the fish in these pictures are all racers.
There are no words or numbers on the course itself. Your distance, your place and the prompts all sit at the top of the screen.
What You Swim Past
The course is pixel art, drawn in layers from the sand under your krill out to the edge of sight. Nothing stands on the track itself, so how far you go is down to your answers alone.
The Sand
The near side of the track is scattered with shells, pebbles, starfish and the odd gold coin. Sunlight slants down from the surface, which ripples along the top of the screen, and bubbles rise past you as you swim.
The Kelp Forest
Along the far side, kelp grows in tall stands between coral, sea fans and rubble, thickest on the climb and the second approach, where the course runs through the forest. Schools of fish and the occasional ray drift through it.
The Treasure
On the first rollers and the second crest, the far side holds the wreck's treasure instead: chests shut tight or burst open on heaps of gold, coins, anchors and barrels. That is 520 m of every lap, about a fifth of it.
The Two Galleons
Out in the open water lie two wrecked galleons. Each comes round once a lap, at its own point on it, so you pass one now and then and never see both at once. One sits far off on a summit, pale in the deep water. The other is closer, bow down in a bank of sand under a black flag, with the gold from its burst chest spilt down the bank.
The Open Water
Behind it all, a range of hills runs along the horizon with a few great peaks standing out of it, and giant kelp grows in groves between them. Now and then a whale crosses the far water, slowly, behind the far ridges. It swims on the clock rather than with any racer, so everyone in a race sees the same whale at the same moment.

The Start and the Finish
A race starts on a chequered line across the lanes, with a chequered flag on a pole at either side of the track, and the call comes over the course: 2, 1, GO. The start screen shows the same line with its tower of start lights and the judge krill hovering beside it with a chequered flag. When a race ends, the camera cuts to the leader, a chequered finish line is drawn across the track just behind them, and the winner is called with a crown on their krill, which they keep until somebody beats them.

How Far Does a Race Go?
Every point an answer scores swims you 10 m, so one lap is 262 points of answers. An answer nearly everyone gives, a Plankton, swims you 100 m, about a twenty-sixth of a lap. One that almost nobody finds, in the top tier, swims you 1,000 m: more than a third of a lap in a single answer, enough to carry you from the start line up the climb and over the first crest.
Here is where some race distances leave you, counted from the start line:
- 600 m, a good first prompt: most of the way up the climb.
- 3,000 m from ten Plankton answers on each of three prompts puts you into your second lap.
- 7,000 m from ten Plankton answers on each of seven prompts puts you into your third lap.
- 2,620 m: one full lap, back at the head of the next.
- 5,240 m: two full laps.
On the first day of the daily race, 26 October 2026, 2,148 racers had finished by the time we wrote this. 71% of them swam less than 2,500 m, under one lap, and 74 swam 5,000 m or more. The day's best swam 12,640 m: nearly five laps in three prompts. To swim further yourself, see how to name more answers, and rarer ones.
If the race is new to you, here is one race, prompt by prompt. You can also race the day's lap in the daily, or go and swim the Treasure Run yourself.
About the author
Emma co-founded Daily Games to turn the simple puzzles she loved as a kid into a shared daily ritual. She grew up racing through word and logic games and still believes the best ones are equal parts nostalgia and genuine challenge.