You are a signal on a 12×12 grid. Collect fragments, hold your chain, mine blocks, crack armored bots, hunt bosses for minted loot, and survive a mempool that remembers you.
The run. ATH, level XP, draw tickets. Nothing purchasable OR tradeable inflates it — score is a pure record of play.
score ÷ 60 per run. Buys skills, ranks, fuels every cast.
Every gain/spend pops on the grid; pause shows the run's net.
Minted boss loot with rolled stats. POWER is soul-bound; ECONOMY and COSMETIC will trade device-to-device.
Kit grammar: LIGHTNING builds (and refunds) · ZAP STORM and FORK spend the chain · CONGESTION sets up (and gathers) · DEEP FREEZE executes the impaired.
| BTN4 / BTN3 | turn LEFT / RIGHT |
| BTN1 | skill (hold = charge ZAP; re-tap = detonate aura) |
| BTN2 | pause |
| BTN1 | slot 1 (right bar, cyan) |
| BTN2 | slot 2 (left bar, magenta) |
| BTN3+BTN4 | PAUSE (chord) |
Bars recharge INTO the middle and track live cooldowns (LIGHTNING's shrinks with combo — watch its bar accelerate). 12s per slot, 1s global lockout. Pause shifts every timer.
One base shield, regenerating (9s, FARADAY MESH/WEAVE shorten it). A break burns the attacker (1 dmg — except bosses), then 1s i-frames. Down + hit = SIGNAL LOST. Overshield pickups stack and absorb first. SEED RESTORE cheats fatal hits.
The halo IS the recharge meter: exposed shows a breathing red halo that warms toward amber and flutters faster as the shield returns — nearly-amber and fluttering means one more second. Restore fires a warm ring + SHIELD UP.
×1 + 0.25/stack, cap ×5 at 17 (OVERCLOCK to ×6.5). Window
4.5s − 0.4/blk, floor 2.8s. The chain now powers FIVE things:
| Chain hook | Effect |
|---|---|
| Multiplier | everything scores × it |
| LIGHTNING tempo | cooldown −450ms/stack (12s → 5s floor) |
| ZAP ammunition | bolts = 3 + charge + COMBO, uncapped |
| FORK lifetime | +0.3s per stack at cast (cap 12s) |
| GRAVITY rate | pull 1 cell / 4→3→2 ticks at combo 0/5/12 |
THE CONDUIT: every target a dash strikes refunds 30% of the full cooldown per hit (90% cap) on BOTH slots. Dashed TX = 3 stacks; everything else struck +1. Kills by walking pay but never refresh; ZAP bolts never build combo (the storm spends it).
Shape = personality, colour = current armor, pips = remaining hits. All damage is exactly 1. Tier mix rises with blocks (B9+: 15/40/45). Armor resists ice: T2 freezes 75% duration, T3 50%. Bounty pays by SPAWN tier (×1/2/3/4) on the finishing blow.
Skills only. Contact never damages a boss — hot charging CLANGs off it, shields break on it for nothing. It can't be frozen (only slowed), shrugs broadcasts, lumbers 30% slower, pays ×6 + a minted item drop, and every ~7s casts THE PHANTOM: a flickering crimson-gold projection that hunts your head for 3.2s at just-slower-than-you speed. You can outrun it — but not while standing still charging. Contact runs your shield ladder, no bounty. Kills freeze the game for the gold BOSS TERMINATED card: jackpot + loot, rarity-coloured.
Costs scale with block: × (2+blocks)/2. LOW FEE and FEE VOUCHER discount everything.
Spends pop as −N floaters.
Sweeps everything (TX = 3 stacks, all else +1 each; bursts pay embers). Every hit refunds 30% cooldown to BOTH slots, 90% for a triple. Free, earns, builds, accelerates.
Expanding wave; impaired bots (slowed, shocked, frozen, aura'd, or cracked) take 1. Armor resists the ice (T3 half duration), bosses only slow. Grabs one fragment from its cast-time snapshot — nothing else.
Bots inside wade through syrup; FRAGMENTS drift to you (1 cell per 4/3/2 ticks at combo 0/5/12 — gravity strengthens with heat). Re-tap: visible triple-ring boom, 1 dmg, half cooldown. Events (blue, overload, Genesis) always demand your body.
Every stack a bolt, uncapped, firing as rings 220ms apart. Bolts sweep everything, never build combo, and fire only what the wallet covers.
A tailed clone splits from you, ferries fragments as full TXs, holds aggro, deals 1 in passing. Its lifetime is your chain, spent.
Two passive slots. Tiers cost more but stack with everything.
fragments worth +15→35%
chance of a bonus fragment 12→25%
combo window +0.4→1.0s
block reward +20→50%
shielded mining ×1.5→3
fragments last +3→8 longer
shield regen −20→40% faster
bots chase you −50→100% less
embers earned +10→30%
all active cast costs −20→50%
cheat death 1→3 times, keep the chain
combo cap raised ×5.5→6.5
start every run at combo 3→7
Tiers gate LV 1/3/6/10; ranks at tier LV +3/+7 for 1.5×/2.5× buy price. RESET refunds 50% (never the DUAL SLOT).
Bosses are the faucet. Every boss kill mints a drop: class-weighted 30/40/30 (POWER/ECONOMY/COSMETIC), rarity 60/30/10, and — for non-cosmetics — a permanent ROLL (0–100%) placing its magnitude in the rarity band. A perfect epic is a different asset than a floor epic. Duplicate protection: a drop only auto-smelts (+50/150/500◆) if you own an equal-or-better roll — upgrades always enter the bag. Three equip slots, one per class, on the ITEMS page (BTN1 equip · BTN3 smelt). THE BLACK MARKET: the GAMBLE row (500◆) pulls at worse odds — rarity 75/22/3, POWER scarcer (20%) than boss drops — but the roll byte is uncapped: jackpots stay possible.
The firewall (constitution): embers never leave the device — no gifting, no trading, no mint — and foreign-minted items never SMELT to embers. Everything embers buy is therefore play-derived forever, so POWER items may be gambled and the ATH board and draw tickets stay purchase-proof at the currency layer.
| Item | Rolled effect (C / R / E bands) | |
|---|---|---|
| MINERS CROWN | block reward +6–12 / 12–18 / 20–30% | |
| CHAIN LENS | combo window +120–240 / 260–420 / 400–600 ms | |
| FARADAY WEAVE | shield regen −6–12 / 14–24 / 22–34% | |
| STORM BRAND | lightning hits SHOCK 300ms then slow 1.2–1.8 / 1.7–2.3 / 2.2–2.8 s — shocked = impaired |
| Item | Rolled effect | |
|---|---|---|
| FEE VOUCHER | ALL cast costs −3–7 / 7–13 / 11–18% (stacks with LOW FEE) | |
| EMBER MAGNET | embers earned +3–7 / 7–13 / 11–18% | |
| BOSS COMPASS | boss jackpot +10–20 / 20–35 / 40–65 ◆ |
| Item | Effect | |
|---|---|---|
| ACID TRAIL | body burns bright acid green, hotter by rarity, glow near the head — LIVE | |
| GOLD SIGNAL | head palette (render hook pending) | |
| NOVA BURST | death explosion style (render hook pending) |
Every item carries a device-unique MINT # from a persisted counter. Provenance (origin npub + transfer signature hops) is reserved for the rails: UR QR device-to-device + NIP-17 gifting, sender-deletes-on-send. True double-spend protection arrives with the Cashu-style mint. Planned defs: CRYO SIPHON (wave sweeps blue), themed families to ~30 defs.
LV 7 · 12,000◆ · permanent, never refunded. BTN1 + BTN2 each carry a skill; pause moves to the BTN3+BTN4 chord; mirrored bars recharge into the middle. Separate cooldowns + 1s lockout: pairs are sequences, never macros. It doesn't double your hash — it doubles your decisions. The pairs meta: aura→freeze (reliable) vs dash→storm (explosive, conduit-fuelled) vs dash→freeze (the brand-execute sleeper).
| Run conversion | score÷60 ×POW ×MAGNET |
| LIGHTNING bursts | +5/15/30/50◆ |
| Boss jackpot | 25◆ + COMPASS roll |
| Dupe smelts | +50/150/500◆ |
| DEEP FREEZE | 50◆ base |
| CONGESTION | 40◆ + 5◆/s |
| FORK | 40◆ |
| ZAP STORM | 4◆ per bolt |
The curve: heavy dual-drain = net-negative · moderate =
stabilises · LIGHTNING + economy passives = the positive grind. Pause shows the run's live net.
Levels: 15000×(N−1)^1.7; tiers 750/2,100/5,600/12,000◆.