Needle In A Haystack, from DomBlox Games, drops you into a research site called Facility 09 with one giant pile of hay and one hidden needle. The opening minutes are locked behind a three-part tutorial that teaches the whole game in about 90 seconds. Get through it and the run opens up.
Quick answer: Ride the PLAY elevator in the lobby, pick your squad size and hit CREATE. Then pull 5 straws from the haystack, carry them into the yellow DEPOSIT HAY vent for $1 each, and buy CARRY I for $5 at the upgrade terminal. That clears all three tutorial steps.
Starting a run from the lobby elevator
The lobby is a holding area, not the game. Nothing you do there counts toward finding the needle until you launch a session. A HOW TO PLAY card on the lobby wall spells out the premise: pull hay from the haystack to find the needle, buy upgrades at the terminal to dig faster, and solve the mystery, because someone is watching you.

You land in the middle of a short intro cutscene, with your character on the floor. A Skip button sits on screen if you would rather get straight to the hay.

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Add to Google Preferences →Clearing the three tutorial steps in Facility 09
The tutorial runs as a tracker in the corner of the screen and counts up as you go. Each step has to be finished in order.
The HUD tracks what you are holding as a carry counter, and shows the drop controls while your hands are full. DROP 1 is bound to left mouse button and DROP ALL to right mouse button, which matters at the vent and when you want to reset a bad grab.


You know it worked when TUTORIAL COMPLETE appears and the objective swaps to FIND THE NEEDLE and SOLVE THE MYSTERY. From that point the tracker stops guiding you and the pile is yours to work through.
Why the tutorial stalls
Three things account for almost every stuck tutorial, and all of them are fixable in seconds.
- Straws dropped on the way to the vent do not count. The deposit step only registers hay that goes into the yellow DEPOSIT HAY chute.
- You are short of $5. Pull and deposit more straws at $1 each until the balance covers CARRY I.
- The BUY button is greyed out. That is the terminal telling you the selected upgrade costs more than you are holding, not a bug.
Upgrade terminal costs and what they change
The terminal opens into a radial menu. Highlighting an entry shows its cost and a BUY button, which stays disabled until you can afford it. Prices are in the same cash you earn from the vent, so every purchase is paid for in straws.
| Upgrade | Cost | What it affects |
|---|---|---|
| CARRY I | $5 | How many straws you hold at once |
| JUMP | $25 | Jump height |
| WALK | $25 | Movement speed |
| GRAB I | $45 | Grabbing hay from the pile |
A Pull Range tier also appears in the same menu, extending how far you can reach into the pile. It is one of the entries you will see locked behind a disabled BUY button early on.

Tip: CARRY is the cheapest way out of the slow opening minutes, because every extra straw per trip cuts a walk to the vent. Movement upgrades pay off after that, once the distance between pile and vent is what is costing you time.
The loop after the tutorial ends
Everything from here repeats the same four beats: pull hay, deposit it for cash, spend the cash at the terminal, then dig faster than you did on the last pass. The needle is buried somewhere in the pile, so clearing hay is the only thing that brings it closer.
Work one face of the haystack at a time rather than skipping around it. Pulling from a single section keeps a visible edge you can measure progress against, and it stops you re-digging hay you already cleared. Pick a corner or an obvious landmark as your starting point and move in one direction across the pile.
Time your trips to the vent around a purchase rather than emptying your hands every few seconds. Deposit when you are close to affording the next upgrade, buy it, then go straight back to the same section you left off.
Sessions hold up to 20 players per server and there is no voice or camera support, so a squad run is coordinated entirely through chat and where everyone chooses to dig. Split the pile by face, keep one person cycling to the vent, and the second objective the game gives you — solve the mystery, because someone is watching — is the part it leaves you to work out on your own.






