Obunga in Nextbot Graveyard does not stop to catch its breath once it locks onto you — no cooldown, no pause between lunges, just a straight line toward you until one of you stops moving. You get a hundred seconds on the clock, a handful of corridors, and a pursuer that never gets tired.
| Genre | Survival horror |
| Levels | 6 |
| Time Limit | 100 seconds per level |
| Enemies | Idiot, Obunga, Patrick Bateman, Sanic, SpongeBob, The Preacher |
The Hundred-Second Clock That Defines Nextbot Graveyard
Every level runs on the same rule: find the correct portal before the hundred-second timer runs out. That sounds generous until you’re inside, since the layout rarely tells you which portal is real on first glance, and wasting ten seconds on a dead end can mean the difference between escaping and getting cornered.
Beginners sprint toward the first portal-shaped object they see, which is exactly the habit the level design punishes. Fake portals are scattered deliberately, and by the third or fourth level, spotting the real exit becomes its own skill rather than a guess.
The clock doesn’t pause for anything — not hiding, not backtracking, not checking a side room. Every second spent second-guessing is a second closer to getting caught.
Idiot, Obunga, Sanic, and the Rest of the Roster
Nextbot Graveyard pulls its cast from internet meme culture, and each one hunts differently. Obunga is the one most players mention first — lurching, aggressive movement and a total lack of attack cooldown make every other encounter get measured against it. Sanic brings pure speed instead, closing gaps almost instantly in open space rather than a corridor with turns to break line of sight.
The Preacher plays against type — eerie and deliberate where Obunga and Sanic bring chaos and speed, and community discussion often singles it out as the one that gets under players’ skin more than the objectively faster ones. Patrick Bateman, Idiot, and SpongeBob round out the roster, each with its own pursuit pattern.
Contact with any of them ends the run immediately — no health bar, no damage to shrug off, just an instant kill. That’s what makes this game so unforgiving of one bad turn.
Hiding Spots and the Risk of Trusting Them
Debris scattered through each level doubles as cover, and ducking behind it can break a Nextbot’s line of sight long enough to slip past. The risk is that hiding costs time, and a Nextbot that loses sight of you doesn’t give up — it keeps moving toward your last known position, so a poorly chosen spot just delays getting caught.
Players who lean on stealth treat hiding as a last resort, saving it for moments when a portal is too far to reach. Speedrun-minded players skip hiding almost entirely, betting on raw movement instead.
Debris piles aren’t placed at random — several sit close enough to a real portal that using one as cover doubles as a staging point for the sprint that follows.
Six Levels of Nextbot Graveyard, Six Kinds of Panic
Each of the six levels changes more than the scenery — portal placement, corridor layout, and which Nextbot is hunting you all shift together, so muscle memory rarely transfers cleanly. What players notice almost immediately is the footstep audio: it grows louder as a Nextbot closes in, and reading that cue instead of relying on sight often separates players who clear all six levels from players stuck repeating the first few.
The opening level eases you in with wide corridors and a forgiving pursuer, but that comfort fades fast. By the fourth or fifth level, corridors narrow and fake portals multiply.
Not every player agrees the later levels play fair — some call the fifth level’s portal placement borderline unreadable on a first try, while others treat cracking that layout as the payoff the earlier levels were building toward.
- Footstep volume as a distance indicator
- Fake portals mixed in to punish guessing
- No cooldown on contact — proximity alone is fatal
How many levels does Nextbot Graveyard have?
Six, each with a different layout and pursuing Nextbot. Clearing the set means adapting rather than repeating a route.
Can you fight back against the Nextbots?
No. There’s no combat system — contact with Obunga, Sanic, The Preacher, or any of the others ends the run instantly, so the only tools are movement, hiding, and finding the right portal.
Which Nextbot is hardest to escape?
Opinions split between Sanic and The Preacher. Sanic overwhelms with speed, while The Preacher’s slower, calm pursuit makes players hesitate at the wrong moment.
Nextbot Graveyard doesn’t give you room to relax between levels — the clock, the fake portals, and whichever Nextbot is hunting you that round all stack against each other. It’s Obunga’s total lack of a cooldown that most players remember long after they’ve made it through all six.


