How Long Is MONOCHROME? Run Length & Speedrun Times
A first MONOCHROME run takes ten to twenty minutes while you learn the maze; recorded solo speedruns finish in about four and a half minutes. Part 2 timing inside.
FAQ
How long is one MONOCHROME run?
What is the fastest MONOCHROME completion?
How long does the Part 2 floor take?
Why did my first run take so much longer?
How long does it take to find the code in MONOCHROME?
How long does a MONOCHROME run take?
Plan for ten to twenty minutes on your first runs, and know where the time actually goes: not the monster, not the locks — the maze. The basement is a network of near-identical gray rooms, and getting turned around is what turns a five-minute idea into a twenty-minute session. One streamer spent twenty minutes on the code hunt alone before finding the slip, which is the single biggest time sink in a learning run.
Once the loop clicks, the same run collapses. A dedicated solo speedrun has been recorded at roughly four and a half minutes — enter the house, pry the doorway, sweep the drawers, deliver four keys, read the slip, punch the code, ride out. The gap between twenty minutes and four is not skill at hiding or running; it is knowing the route, which is exactly what the complete walkthrough and the map guide teach.
How long does the Part 2 floor take?
Honestly: no verified number exists. The new floor, live since October 2, 2026, is described in launch-window footage as much larger and more maze-like than the base basement, and it runs its own escape chain — crowbar, screwdriver, keys, control panel — instead of the keys-plus-keypad loop. But neither of the two captioned launch-window runs recorded October 3, 2026 gives a clean start-to-finish time that this site can quote, so this page will not invent one. The safe expectation: longer than a base run of the same skill level, because the space is bigger and hiding was reworked to be slightly harder. The step-by-step version is in the Part 2 tracker.
Why your first run takes longer than the videos
Three costs stack in a learning run, and all three shrink fast:
| Time sink | What it costs | The fix |
|---|---|---|
| Identical-room maze | Wandering wings you already cleared | Open-drawer markers; one wing at a time |
| Deaths mid-interaction | The walk back from the lobby | Stop searching when you hear the monster |
| The code hunt | Twenty minutes in the worst recorded case | Read the slip the moment you pass it |
Deaths deserve one reassurance: they cost time, not progress. Keys already inserted stay inserted, and the code does not change within the run, so a death in minute fifteen costs a walk, not the run. The full death rules are covered in the monster guide.
How long is the whole game?
Short — deliberately. One known ending sits behind the base game’s two locks, with no alternate or secret ending documented, and Part 2’s launch-window runs ended the same way. There is no completion checklist, no collectibles page and no post-game: replay value comes from the reshuffle, since key drawers, the code and the block all move between runs. For a player who learns the loop, that makes MONOCHROME a one-evening game with a free second evening attached — the ending details are on the endings page, and what Part 2 added is summarized in the game overview.
We recheck this page after every update to the game — the homepage always reflects the current state of the escape route.
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