One game. One rule. One button.
You are a magnetic drone at the bottom of the screen. Everything falls toward you: orbs worth points, hazards worth your life. Your field does not pick sides. In ATTRACT it pulls in the orbs AND the spikes. In REPEL it pushes away the spikes AND the orbs you wanted.
So every tap is a real decision, several times a second. Take the orb and eat the spike, or clear the lane and lose the streak. That is the whole game.
DRAG TO MOVE. TAP TO FLIP.
TWELVE SECTORS, THEN THE ABYSS
No level select, no mode menu, no tutorial. Every 25 seconds a new sector brings exactly one new thing:
• DRIFT — just orbs
• STATIC — spikes
• FRACTURE — splitters that break in two
• WOBBLE — weaving zigzags
• HUNT — hunters that steer at you
• BLACKOUT — jammers that kill your field inside their aura
• MASS — heavies that resist your push
• THIEF — thieves that steal your gold
• SWERVE — telegraphed sideways cuts
• SURGE — waves, and vortices that drag everything in
• STORM — all of it at once, plus repulsors that scatter your orbs
• ABYSS — no end
The menu says it out loud: REACH THE ABYSS. A twelve-rung ladder shows how deep you have gone, where the bosses stand and where your warp starts.
BUILD YOUR RUN
Every even sector deals three module cards. Pick one; it is yours until you fall. WIDE FIELD reaches further. HARD PUSH shoves hazards harder. PLATING adds a fourth hit. SCAVENGER makes orbs worth more. GOLD SENSE finds gold. SLOW FIELD slows whatever your field touches. They stack, so no two runs are shaped alike.
DEFLECTORS
Hexagonal bumpers slide in, stand for two sectors, then crumble. Orbs and hazards bounce off them; you pass straight through. A spike you repel into one comes back from somewhere you did not expect.
THREE BOSSES
From sector 2, every third sector, a fifteen-second encounter. The SENTINEL sweeps overhead dropping orbs and fans of spikes — collect to hurt it. The REAPER telegraphs columns and dangles gold — take its gold to hurt it. The WARDEN flips its shell between cyan and magenta — match its polarity or get hit. Beat one for a hit back, a burst of gold and points. Fail and it leaves.
THREE HITS
No health bar, no heat meter, no timer. Three hits and the run is over. Shield orbs heal. Pulse orbs clear the screen. Multiplier orbs raise the stakes, funnel orbs steer every orb into your lane, freeze orbs lock your combo. A missed orb only costs your combo — nothing else can kill you.
DAILY COURSE
One seed for every player, every day — and the day is a course, not a coin flip. It deals the board: two deflectors standing from frame one. It deals the loadout: three fixed modules, the same for everyone. It adds a twist — HEAVY HAZARDS, FAST FALL, STICKY FIELD, GOLD RUSH, TWO LIVES or NO SHIELDS — and a shared goal: forty orbs, a twenty combo, fifteen hundred points, sector five. Learn the terrain, beat the board, keep the streak. Guests compete too.
GOALS, RANK AND CORES
Over thirty goals, three active at a time. Reach sector 7. Hold a 50 combo. Clear a sector unhurt. Reach the Abyss. Ten ranks run from DRIFTER to MAGNETAR, and every rank hands you a new core — COBALT to AURORA, ten in all, each its own world in a full-screen gallery. Cosmetic only: the core still burns cyan when you pull and magenta when you push. Progress follows you to any device you sign in on.
RANKINGS
Four boards: today's course with a week of past days, all-time depth, live streak and best streak. Every board shows the top ten and your own neighbourhood — five above, five below — whether there are ten players or ten thousand.
WARP
Reach a sector three times and you can start closer to it.
BUILT TO FEEL RIGHT
Momentum drag, an aurora sky that turns cyan when you pull and magenta when you push, visible field lines, and a fixed-step simulation so the daily is fair on every device.
Pull it all in or push it all away. Modules, bosses, a daily course. No end.