A twitchy neon score-chase with real juice, where the graze mechanic hides more depth than the surface lets on. One clean rule to die to; the only ceiling is a hard x9 combo that eventually leaves a run with nothing to climb toward.
One rule, and you can learn it in the time it takes to read this sentence: touch a red shard once and the run ends. We wanted a single game on the site that a total stranger could start with a mouse and understand instantly, and this is it. Everything past that one rule is greed management. Your core trails the cursor on a soft lerp, 0.2 normally and tightening to 0.5 mid-dash. Cyan orbs feed a combo worth 12 points times your multiplier, and that multiplier bleeds off if you go about two and a half seconds without collecting. The dash is your only verb: 11 frames of burst, 13 invulnerable frames inside it, then a 66-frame cooldown, roughly a second, that ticks around the core as a violet ring.
The graze is the mechanic we kept polishing. Slide within 24 pixels of a shard's kill radius without touching it and you bank a small bonus plus a combo keep-alive, which finally pries the safe line apart from the stylish one. They used to be the same line. Meanwhile the storm keeps tightening under you: shards spawn every 78 frames or so early on and squeeze toward a 24-frame floor, about a third of them lock onto your position, and your passive score scales with the combo the whole time. Reach x9 and OVERDRIVE trips, the grab radius jumps 34 pixels, orbs magnetise into the core, and the field over-blooms for about ten seconds where a hot streak genuinely reads as flow. The two power-ups pull their weight, too: shield buys you roughly 2.3 seconds of invulnerability, and burst throws a shockwave that flings every shard outward and cancels their homing.
Now the ceiling, and it is a real one. The combo tops out at x9, a good player gets there fast, and once you do a run has nothing left to climb toward but raw survival. The steering is floaty by design, so nearly all the skill lives in the dash, and with only 13 invulnerable frames it is easy to fire a beat early and burn the whole cooldown over empty floor. Our own spectacle can turn on us, too. At full heat the bloom, the shake and the magenta homing shards can swallow the hitboxes, so we made the real kill radius deliberately forgiving (shard size times 0.7, plus 11). Good for feel, but it means the odd death reads as cheap when the game was actually cutting you slack.
A candid breakdown from the developers who designed and built this game: what we're proud of, and where it still falls short.