Touch: drag anywhere to steer the craft toward your finger; it auto-fires at the nearest threat; once you evolve into a dash-capable form, a dash button appears bottom-right; tap an evolution card to choose it; tap to start and to restart. · Keyboard: WASD or arrow keys to move; the craft auto-fires at the nearest threat; mouse also steers; Space to dash (on dash-capable forms); 1 / 2 (or A / D) to pick the left or right evolution card; Enter to start, restart and confirm; P or Esc to pause; M to mute.
About:
A twin-stick arena shooter built in-house for Leetdom, where the point is not just to survive but to decide what you become. You start as a plain spark with a slow forward shot. Every enemy you pop sheds essence; soak up enough and the run pauses to offer you a branch. The first choice splits your lineage, a three-way spread volley or a fast, dashing wisp, and later tiers grow distinct forms on top of that (a radial-burst nova, a line-piercing lance, a grinding orbiter, a rapid-fire phantom), each with its own feel: some reward holding ground and walling the screen with fire, others reward dashing through the swarm and striking from inside it. Stackable traits layer on faster fire, extra pierce, tighter dashes and more, so no two runs evolve the same way.
The arena is read, not memorised. Drifters wander, shardlings swarm, darters dart, splitters break into smaller halves when killed, spitters keep their distance and fire back, and a warden boss anchors the later waves. Every enemy telegraphs before it commits, so a careful pilot can thread an overrun screen. To stop players from kiting forever, the wave slowly enrages the longer it lingers, pushing enemies faster and harder until you close it out. The simulation is a deterministic fixed sixty-hertz step driven by a seeded generator, so a given seed plays out identically every time. Everything in it, art and sound alike, is drawn and synthesised in code, with no image or audio files at all.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03: independently QA'd. Real CDP touch on a portrait (390x844) and landscape (844x390) phone, and mouse plus keyboard on a 1280x800 desktop: title, start, drag-steer, auto-fire, absorb essence, evolve-card choice, game over, one-action retry, pause (P/Esc), mute (M), mid-run resize, and auto-pause on a hidden tab. Zero console errors, no network requests, runs with localStorage fully blocked. Deterministic sixty-hertz sim verified: identical seed reproduces an identical run (signature, score and wave), different seeds diverge, no NaN, hp stays bounded, enemy count capped, boss wave runs. Audio measured offline on the game's own synth: full-mix peak -10.8 dBFS, ambient bed 10.8 dB under the active SFX bed and 18.5 dB down above 6 kHz. A bot playing human-like runs reaches roughly wave 5-7 on casual play and further when it evolves well.
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Play next:
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