All Machine Party Guides
Chisel Gauntlet Machine Party Guide — How to Clear the Round
A focused Chisel Gauntlet guide for Machine Party: target-shape memory, carving, submission timing, failure points, and multiplayer pointers.
- Threat level
- ▮▮▮▮▯
- Players
- 2–4, simultaneous
- Achievement
- Flourished Memories
- Kill cause
- Wrong submit / timeout
Chisel Gauntlet is Machine Party’s precision round: a memorize-then-carve test where a wrong shape or a missed timer can end the attempt. This guide covers the current loop — memorize, carve, and submit — plus common failure points and practical pointers for 2–4 player sessions.

Fig. 02 — Carving benches. RESET can rebuild your cube before submission.
How Chisel Gauntlet Works
You are locked at a workbench with a 3×3 block cube, a hammer and a chisel. The sign overhead states the entire ruleset: MEMORIZE. CARVE. SUBMIT. First, a target shape is displayed — a cube with specific segments missing. Study it, because once the carve phase starts it is gone. Then the clock begins (you get a few tens of seconds, and you will hear it), and you strike segments off your own cube until it matches the target exactly.
Two buttons sit on the bench. SUBMIT calls the judge: a correct shape keeps you alive, a wrong one does not. RESET rebuilds your cube from scratch — useful after a bad carve, expensive in time. In a full lobby, all players work their own cube at their own bench simultaneously, so there is no turn order and no way to see anyone else’s progress. The Steam achievement Flourished Memories goes to players still alive when the maximum number of segments has been removed — you don’t need to land the final strike, you need to survive the clock.
The Trap — What Makes You Lose
The current notes track two failure states:
- Wrong submission. Hit SUBMIT with a shape that doesn’t match the target and you are executed on the spot. There is no partial credit and no retry.
- Timer expiry. Run the clock out without a correct submission and you are shot anyway.
Between those two deaths sits the over-carving trap. Carving is one-way: a segment you strike off cannot be reattached. Remove one segment too many and your only recovery is RESET, which rebuilds the cube and burns a big slice of the remaining clock. That sequence can turn a rushed carve into a reset and leave less time for the final submission.
A More Reliable Approach
- Handle the memorize phase deliberately. Don’t stare at the whole cube; chunk the missing segments. Call out corners first, then edges (“top corner gone, front-left edge gone”). A verbal or mental checklist can be easier to revisit than a single mental image.
- Carve corners and edges first. They are the easiest segments to verify by eye and the fastest to get wrong under pressure. Clearing them early leaves the simple center work for the final seconds.
- Pause before submitting. When you believe you are done, compare your cube against your checklist rather than relying only on the original image.
- Submit on certainty, not on the clock. A correct submission with three seconds left is the same as one with thirty. Rushing a submit is a coin flip with your life.
- Consider RESET after an early over-carve. Rebuilding the cube costs time, so weigh the recovery against the remaining clock instead of waiting until the final seconds.
Multiplayer Strategy (2–4 Players)
Players carve at their own benches at the same time, so there is no direct interaction with another player’s cube in the current notes. The pressure is still useful context:
- Hammer noise is information. A room that suddenly goes quiet means someone is comparing and about to submit. Don’t let it rush you; it also means they can’t see you.
- Keep your own pace in a four-player lobby. Early deaths change nothing about your cube. Players who glance at the benches after a death lose seconds and rhythm.
- Keep your own rhythm. A steady hammer pace helps protect attention when the room gets loud; do not let another player’s speed decide your inputs.
Common Mistakes
- Skipping the memorize phase and planning to “figure it out” while carving. The target is gone; there is nothing to figure out.
- Autopilot carving — striking segments from habit instead of the checklist, and removing one that had to stay.
- Guess-submitting to beat the timer. The timer is only lethal if it expires; a wrong submit is lethal immediately.
- Hoarding RESET until the final seconds, when a reset can no longer finish in time.
- Watching other benches. In a simultaneous round, everything you need is on your own bench.
Next up: the escalator that eats lobbies — read the Wrong Way guide.
Verification note
Checked 2026-08-22. The current evidence log does not record a tested game build number or a play-session count, so this guide does not claim either. The broad mechanics are cross-checked against the Machine Party Steam listing, Destructoid’s Machine Party minigame guide, and the screenshot shown above. Recheck this page after a verified game update or a confirmed mechanics change.