Move your mouse or drag your finger to aim the guard around your core — it follows the angle of your pointer, so you can hold your thumb anywhere on the screen.
Catch incoming enemies on the guard to deflect them. A deflected enemy becomes a bolt that flies outward and destroys anything it hits.
The white tip in the centre of the guard is the PERFECT zone. Time a deflect there for a stronger bolt and double combo.
Red armoured enemies bounce off your guard and cannot be deflected — kill them with a ricochet from another enemy instead.
Keep your combo alive for a bigger score multiplier. You have three core plates; lose them all and the run ends.
Every run is ranked when it ends. Open RANKS from the game over screen or the pause menu to see the global board and your own ten best runs — the one you just finished is highlighted, so you always know which score to beat next.
Keyboard: A/D, Q/D or arrow keys to turn. 1/2/3 to pick upgrades. Space to restart. Esc to pause.
You have no weapon. You have a guard that orbits your core — and everything attacking you is also your only ammunition.
Catch an enemy on your guard and it becomes a bolt fired straight back out, tearing through whatever is behind it. Catch it dead centre, on the white sweet-spot, and you get a PERFECT: a bigger bolt, double combo, and the world slows while the chain reaction plays out.
The catch is that your ammo supply is the thing killing you. Clear the screen and you have nothing left to shoot with. Let it fill up and one missed angle ends the run. Armoured enemies can't be blocked at all — the only way to kill them is a ricochet, so you have to keep threats alive on purpose.
Every 20 seconds you pick one of three upgrades from a pool of seventeen. Every fourth wave a Crucible ring surrounds the arena, and its armour nodes can only be reached by ricochet. Shards from every run unlock six cores that play as genuinely different games, plus three permanent perks.
Every run is ranked. Your ten best are kept side by side so you can see exactly which one you have to beat, and where the platform supports it your score goes onto the global board too. A seeded daily challenge sets a new rule every day — the same seed for every player — and a streak counter rewards coming back for it.
Runs last a couple of minutes. Restarting takes one tap.
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You have no weapon. You have a guard that orbits your core — and everything attacking you is also your only ammunition.
Catch an enemy on your guard and it becomes a bolt fired straight back out, tearing through whatever is behind it. Catch it dead centre, on the white sweet-spot, and you get a PERFECT: a bigger bolt, double combo, and the world slows while the chain reaction plays out.
The catch is that your ammo supply is the thing killing you. Clear the screen and you have nothing left to shoot with. Let it fill up and one missed angle ends the run. Armoured enemies can't be blocked at all — the only way to kill them is a ricochet, so you have to keep threats alive on purpose.
Every 20 seconds you pick one of three upgrades from a pool of seventeen. Every fourth wave a Crucible ring surrounds the arena, and its armour nodes can only be reached by ricochet. Shards from every run unlock six cores that play as genuinely different games, plus three permanent perks.
Every run is ranked. Your ten best are kept side by side so you can see exactly which one you have to beat, and where the platform supports it your score goes onto the global board too. A seeded daily challenge sets a new rule every day — the same seed for every player — and a streak counter rewards coming back for it.
Runs last a couple of minutes. Restarting takes one tap.
Move your mouse or drag your finger to aim the guard around your core — it follows the angle of your pointer, so you can hold your thumb anywhere on the screen.
Catch incoming enemies on the guard to deflect them. A deflected enemy becomes a bolt that flies outward and destroys anything it hits.
The white tip in the centre of the guard is the PERFECT zone. Time a deflect there for a stronger bolt and double combo.
Red armoured enemies bounce off your guard and cannot be deflected — kill them with a ricochet from another enemy instead.
Keep your combo alive for a bigger score multiplier. You have three core plates; lose them all and the run ends.
Every run is ranked when it ends. Open RANKS from the game over screen or the pause menu to see the global board and your own ten best runs — the one you just finished is highlighted, so you always know which score to beat next.
Keyboard: A/D, Q/D or arrow keys to turn. 1/2/3 to pick upgrades. Space to restart. Esc to pause.