Touch: Left thumb on the ring pad to move; press CHARGE (or tap anywhere on the right half) to drop a coil; tap to start or retry; speaker icon to mute. · Keyboard: Arrow keys or WASD to move; Space or Enter to drop a coil (also starts and retries); P or Esc to pause; M to mute; R to restart. Mouse: click buttons to start, retry and mute.
About:
A single-player take on the delayed chain-reaction arena, made in-house for Leetdom. You are a little cyan machine loose on a grid of circuit board. Plant a coil and it hums down a short fuse before bursting into a cross of electric surge; time it to smash the amber crates that wall the arena in, open corridors, and catch the rival machines before they catch you. One surge can set off another, so a well-placed coil can rip a chain clean across a column.
Each sector is seeded fresh: walls in a fixed lattice, crates scattered between them, and up to three rival machines — Scrap, Volt and Hex — that hunt, flee live coils and lay traps of their own. Broken crates sometimes drop upgrades: a wider surge, an extra coil to carry, or more speed, and whatever you are holding carries into the next sector so a good run snowballs. Clear every rival to advance; lose your machine and you drop a life and retry the same sector with what you had.
Stall too long and the arena overloads: a wall of surge spirals inward from the edges and closes the board, so there is always a clock and never a stalemate. Everything here — the names, the neon circuit art, every sound effect and the low synth bed — is drawn and generated in code, with no image or audio files. The rules run as a fixed-step deterministic simulation, and a node solver plays it start to finish across many seeds to prove every sector can be won.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03: independently QA'd PASS by the server2 staging fleet: real CDP touch on a 390x844 portrait and 844x390 landscape phone (joystick move, CHARGE drop, chain blast, life loss and same-sector retry, game over and one-tap retry) and keyboard plus mouse on a 1280x800 desktop (move, drop, P/blur/tab-hidden pause, R restart); zero console, page or outside-network requests in every profile; starts and plays with localStorage blocked; survives live resize. A node solver (verify.js) runs 26 invariant, termination, chain and winnability checks across sectors 1-7 with no unresolved games. Audio measured offline: silent noise floor, SFX 11.9 dB over music, worst stacked peak -1.8 dBFS under the limiter, no harsh top end. Published 3 Oct 2026 and re-checked on production at /games/coilburst.
Rate this game:
One vote per game each month.
Play next:
Constellation PopClear constellations from a drifting sky-chart. Tap a cluster of two or more matching stars and the whole constellation fades out; the stars above fall in, empty columns slide shut, and if you plan it right one tap can cascade the chart clean.
Eat Apples QuickA charming, instantly-readable Pac-Man homage built in Rust and WebAssembly — eat every apple in the maze while dodging a ghost, faster clears score more — confirmed to control flawlessly on both touch and desktop with no bugs anywhere.
Hamster HeistSteer Tuffet the hamster through seven rooms of a cosy house, eat every sunflower seed, and stay out of reach of four house cats who each hunt in their own way. Grab a chilli and the tables turn.
Arena ChampionTrain an arena contender through twelve turn-based duels. Read your rival's next move, parry quick cuts, smash guards, step out of reach of heavy blows, and win the crowd on the way to the laurel.