> 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.
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.
Every protocol has its own firing mode, active ability, dash, and passive. Four are in the alpha. Two more come after release.
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 contact 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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