Hull Plating
+25 max HP and heal 25. Stacks up to five times.
A roguelike shard-building shooter
Plot a route through the rift and run its neon corridors while your weapons fire themselves. Every guardian you beat hands you a shard for your deck.
Free · No ads · No sign-up
How it plays
The corridor never stops and your weapon shoots the nearest enemy, wall or pillar on its own. You choose the lane, the jump and the moment the grenade goes off.
←→ or AD. On a phone, drag between lanes.
Space or ↑ clears barriers. PRISM can jump again in the air. On touch: swipe up.
Hold E to charge, release to throw. The grenade has a 5 s fuse, press E again to set it off early.
F fires your active shard, Q your pilot ability, Tab or 1–4 choose a weapon.
Prefer a mouse? Mouse mode switches on the first time you right click or scroll the wheel: the cursor steers, left click jumps, right click throws, the wheel changes weapons.
The route
Every act is a small branching map. Pick your next node, play it, and the map opens again. Beat the act guardian and a new, harder act begins. The run only ends when you do.

A full corridor zone that ends in a guardian: a new shard unlocked, a draft, a checkpoint.
Two zones deeper, with tougher enemies. Pays out two shard drafts.
No enemies. Full hull, ammo and grenades.
No enemies. Melt one shard out of your deck to thin it.
A gamble with the rift: a shard for a price, a coin toss, a tithe.
The boss at the end of every act, much tougher than a normal guardian. Beat it to start the next act.
The deck
Shards are the cards of the run. You start with three, then after each guardian you pick one of three new shards and confirm it. Dying ends the deck. What you unlocked stays with you.
+25 max HP and heal 25. Stacks up to five times.
Adds the piercing lance to your weapons, with ammo.
5 s fuse, huge blast. Replaces your grenade.
Blast clears the screen. 35 s cooldown. One key, one slot.
Every 8th kill sets off a free blast (3.4 m, 60 dmg).
Slots
Two shard kinds have a single slot: a new one replaces the old. Everything else stacks into your deck.
One grenade, three in the bag (plus one per Grenade Cache). The fuse is five seconds, and pressing throw again detonates it. Every guardian refills your stock.
One key, then a cooldown. These are the six power-ups the corridor used to hand out, now yours to carry.
Pilots
Pick the ship, then the ability on Q. Each one starts with its own weapon and a different starter deck.
DASH · 4 s cooldown
Balanced runner. Q: DASH, a burst of speed with brief invulnerability.
Starts with Pulse Pistol · deck: Capacitor, Traction, Grenade Cache.
In the game
Captured in the browser. The HUD shows only what matters: health, weapon, grenade and your active shard.






Leaderboard
Your score posts the moment you fall. No login needed, a guest pilot is created for you.
Loading top runs…
| # | Pilot | Callsign | Zone | Distance | Score |
|---|
Platforms
The web version is always the newest. The Mac build adds a native, high-resolution, high-refresh renderer and is shared with testers through a password-protected download.
Native macOS app, fullscreen, up to 120 fps. Version info loading…
Download (password)Enter the password on the download page to get the build.
A native port is being built. Until then the web version works on iOS.
Open the game in Chrome and add it to your home screen.
Controls
Turns on at your first right click or wheel scroll, or in Controls. Keys can be rebound there too.