Move with Z/Q/S/D — you plant your feet the instant you have the ball, so get into position before it arrives. There's no separate catch step anymore — catching and throwing are one motion. Players are solid — swimming into a teammate shoves them out of the way, so mind your approach. A ring shrinks around you as soon as you catch: you have well under a second to start your throw (press Space or click) before the ball slips out of your hands — game over. Once you've started charging, the clock stops, so take your time aiming after that. Left click sends a safe, auto-aimed hand pass (0 points, always works) — but neither a hand nor a head pass can reach a player standing on the deck until someone in the pool lands a head pass first — shown as a 🔒 over every deck player until then. Once that happens, the deck stays reachable — by hand or head — through any number of hand passes that follow, so you don't have to cash it in on the very next throw. It locks back up once it's actually been used to reach the deck, or if it goes unused long enough to time out — though a deck player who's already lost their 🔒 stays icon-free regardless, until they jump back in. Hold Space to charge a head pass: aim with the mouse, the longer you hold the farther it flies, and releasing throws it exactly where you're aiming. Where it lands, a circle appears — its size shows how forgiving the throw was. When the ball is heading your way, just stand inside the landing circle to catch it automatically, then immediately aim and throw again. Land too far from anyone, or nobody reaches the circle in time, and the ball hits the water — game over. For a jump-pass bonus, press E while empty-handed to climb out onto the deck (takes a moment) — you can't leave the pool while holding the ball. Throwing from the deck automatically jumps you back in as you release.