CORE MECHANICS
Movement is the only input
You steer your toon; weapons fire on their own. All skill is positioning — kiting the horde, funneling enemies, and staying in the XP stream without getting surrounded. This is the survivors-like contract: trivial to control, deep to play well.
XP & level-ups
Kills drop experience. Filling the XP bar triggers a level-up, pausing the run to offer a small hand of upgrades — new weapons, weapon levels, or passive perks. Choosing well (and setting up evolutions) is how a run snowballs from fragile to unstoppable.
Weapons, perks & builds
Weapons stack and level; passives amplify them (area, cooldown, projectiles, damage). The build defines the run — a good combo turns the screen into a clearing storm. Signature "absurd" upgrades keep each run surprising.
Waves & pressure
Enemy density and variety escalate on a timer, punctuated by heavier waves / bosses. The tension is the rising swarm versus your rising power — survive the curve and you win the run; fall behind and you're overwhelmed.
Death, banking & retry
Dying ends the run but banks meta currency (Time-Shards) based on performance. That funds the permanent tree (see Meta Progression), so the next run starts stronger — the loop that makes "one more run" compulsive.
Feel
Bouncy, colorful, readable chaos: clear enemy silhouettes, punchy hit feedback, and instant restart keep the loop tight and friendly.