> You cannot win. You can only last.
Each run is a mad dash through a collapsing procedural dungeon. Pick your weapon class, race the Null through bullet-hell rooms, grab cores, rest in safe rooms — die, return to user space, come back stronger.
Procedural rooms on a 5/10/15-minute timer. Find the cores before the Null finds you. You don't have to clear — you just have to last.
Chassis + mechanic + projectile + damage spec — bounce, split, heavy, homing, AoE, lifesteal. Six protocols, infinite combinations authored in pure data.
Pulse, Void, Static, Flux. Matchup table, status effects (Overload · Decay · Arc · Corrupt), cycle mid-combat with Q.
Gear, charms, consumables, deployables, signature items. Deterministic seeded rolls. Drops constantly; banked cycles persist through death.
Store, mastery, protocol unlocks. Everything scales on level. Buy something after every death — late upgrades are aspirational.
All content lives in .tres files, auto-discovered at startup. Pooled entities, zero allocation churn during gameplay.
A run is eight steps. Between runs, you spend cycles, level up Signal Strength, unlock protocols. The Null waits. So does the next run.
Select protocol — weapon class. Configure loadout in user space. Stash what doesn't fit.
Enter a procedural dungeon. 5, 10, or 15 minutes. Timer starts when you do.
Room-to-room through a grid of locked doors. Bullet-hell combat. Threat-weighted enemies redirect on decoys.
Cores are heavily guarded but grabbable without clearing. Rest in a safe room — timer pauses, one visit only.
Each protocol is a different firing mode, active ability, dash flavor, and passive. Four shipped; two in active development.
Every damage instance carries an element. Four in rotation, one neutral. Each applies a status effect with its own visual signature.
Gameplay from Signal Strength 10, Sentinel protocol. Final art in progress — all visuals subject to Null interference.
Playtester quotes from the 0.71 build. Attribute on request. Press kit linked below.
"I came for Vampire Survivors. I stayed because CORE-1 died with the cores in her hands and I was genuinely upset about it."
"The threat-weighted aggro is the first time a bullet-hell has made me care where my turret is."
"Cycling to Void mid-combat and watching three enemies decay into nothing — that's the hook."
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