Hundreds of skeletons. One of you. Your weapons fire themselves — your job is where to stand.
SLORP is a 3D horde survival roguelike built for phones. Enemies pour in from every direction, every thirty seconds you pick an upgrade that makes the screen harder to read, and somewhere around minute eight a good run stops being a fight and becomes weather.
WHY PEOPLE KEEP OPENING IT
Horde survival that fits the twenty minutes you actually have.
- A whole run fits in a bus ride. Die, tap AGAIN, you are already playing again.
- No aiming, on any device. One thumb steers, one thumb sets off your skill.
- Deaths are your fault, and you can usually name the card that caused them.
- Nothing is wasted. Every death pays out gold you keep forever.
ELEVEN CHARACTERS, ELEVEN DIFFERENT GAMES
Not colour swaps. Each deletes or doubles something, so the same upgrade card is a gift for one and a dead draw for another.
- Bonehead crits for absurd numbers and can never wear armour.
- Cluckulon is a chicken. Fast, lethal, made of paper.
- Slorp gains max HP off every kill and drains one percent of it every second.
Each also has a five-node talent line whose third node turns that character's dead upgrade card back into a live one.
FIFTEEN WEAPONS, ALL OF THEM EVOLVE
Level a weapon to five, pair it with the right passive, and it becomes something stupid. A melee arc turns into a 360-degree blender. A boomerang stops coming back and starts ricocheting off the scenery.
THIRTY-EIGHT ITEMS THAT BEND THE RULES
Found in the world, never offered as a level-up card, never a flat percentage. Crits detonate. Every tenth kill raises a skeleton on your side. Stack the wrong three and the run gets away from you in the best way.
FIVE MAPS THAT FIGHT BACK
Horde survival where the ground has an opinion about your route.
- The Woods. Cliffs and cover, so jump-kiting is a real strategy.
- The Wastes. Nowhere to hide, and dust storms that cut your sight to meters.
- The Shore. The one map in daylight. Waterspouts throw you skyward.
- The Boneyard. Crypts holding the danger and the loot behind a key.
- The Old Town. Streets that dead-end, and buildings that do the same.
A LADDER YOU CLIMB ON PURPOSE
Three tiers per map. At the top, the map's true boss opens the fight by deleting every secondary weapon you own, leaving only what your character started with — so the roster choice you made ten minutes ago is suddenly the whole fight.
Skeleton Archers draw for six tenths of a second before they loose, and a sidestep is a clean miss. A Necromancer does not fight you at all. It just makes things that do.
A FIXED RUN EVERY DAY
The daily challenge takes its map, character and seed from the date, so every phone on the planet gets the same horde survival run on the same day. No account, no server, no leaderboard.
Sixteen scraps of THE LEDGER are hidden across the maps. The rent was always paid in time, and when a tenant ran out, the Estate kept them anyway.
GOLD IS PERMANENT
Every death buys forward motion: unlock characters, fill a permanent stat grid, or buy new items and skills into the pools they roll from.
ADS AND PURCHASES, AND EXACTLY WHERE THEY ARE
Optional ads you choose to watch: revive once per run, double your gold, re-roll a hand. Watching is always your call. A full-screen ad has three places it can appear — the death screen, the results screen, the portal between stages — at most one every seven minutes, and never in your first three runs. In-app purchases: gems, and removing the full-screen ads.
The AGAIN button is never behind an ad. It never will be.
BUILT TO RESPECT YOUR PHONE
- No account. No sign-in. No social features. No location, contacts or camera.
- Your save stays on your device.
- Nothing downloads. Every mesh, texture and sound is made on your phone.
- Quality scales to your device automatically, and you can override it.
Original characters, original bosses, no winking at the camera.
Outlive the horde. A 3D horde survival roguelike of short runs, big builds.