What makes it different
Skills are a circuit
Every skill has two hooks: on hit and on expire. Plug a whole skill into either one, with its own modifiers and its own hooks. There is no depth limit.
Recursion
A Recursion node fires a skill higher up the chain again. A missed shot shoots again; an explosion explodes again. Rarity decides how often, Echo modifiers decide how deep.
Rarity without a ceiling
Common, rare, epic, legendary, mythic — then mythic +1, +2 and on. Merge three equal items into one higher. Nested skills fire by chance, and rarity raises it, so a long chain has to be earned.
Enemies learn
Your three best skills in the final wave become the enemies' immunities next time: armor, toughness, full immunity — even hits that heal. Win too easily and you'll have to rebuild.
Bosses you can't one-shot
One boss, then two, then three. Damage per second is capped, area strikes are telegraphed, and a run only ends when the last boss falls.
Thousands on screen
Up to 4,000 enemies and tens of thousands of projectiles at once. The game measures your device and picks a projectile budget that keeps it smooth.
A new island every run
Tiered cliffs, water, forests, roads down to the shore. Hold out against a rising stream, or clear camps wave by wave and loot their chests.
PC, phone, gamepad
Mouse and keyboard, a gamepad in every menu, or two thumbs on a phone with floating sticks. The same game everywhere.
How a build works
✨ Sparks · mythic [ring] [multiply] └─ on hit ├─ 💥 Blast · epic [size] [ignite] │ └─ on hit → 🔻 Shard [homing] │ └─ on expire → ♾️ Recursion │ 2 levels up: Blast again └─ ⚡ Lightning [size]
- Everything drops from enemies. Skills, modifiers, gear. Each of five heroes starts with just one skill and one modifier.
- Open the forge — the game pauses. Drop a skill into another skill's hook, fill its sockets with modifiers: more copies, homing, spirals, fire, frost.
- Read the chain. Every flash on screen traces back to one line of your tree, so you always know what to change next.
- Survive the run. Fifteen minutes and three boss waves. Win, and the next node on the campaign map gets harder — and the enemies remember what hurt them.
Screenshots
Devlog
What changed in the game, in plain words.
Islands, a loot button and projectiles with character
Every run now takes place on a generated island, a new wave mode with enemy camps, and each skill's shots get a look of their own.
Going 3D
The game moved from flat sprites to an isometric 3D world — with a Blender pipeline, animation and a phone that still keeps up.
Curving shots, gear and a gamepad
Trajectories that stack, modifiers you tune with sliders, eight gear slots and full gamepad support.