Glass doesn't crack here. It detonates.
The Prism Vaults have been growing inward for centuries. Two hundred chambers of corrupted crystal, stacked into eight acts, and one way through: the AEGIS, a phase shield riding a magnetic rail, and the Photonic Core you send into the formation. What comes back depends on where you hit it. There are no fake bounces: the contact point decides the angle, and learning to read it is the whole game.
The wall comes down. You decide what it costs to push it back.
Every few seconds the formation drops one step. Whether you're breaking crystal or not. The only thing that lifts it is REFLUX, and REFLUX is paid in PRISM: the energy crystals release when you chain past the maximum multiplier. You have three ways to spend that reserve, and two of them never fit at once:
- REFLUX — lifts the wall one step and buys you the full timer back.
- FLARE — cashes the entire reserve in points. It pays more the higher the wall sits… which is exactly what forces you to spend on REFLUX. That's the decision, and it's tight on purpose.
- WILDCARDS — the only spend that keeps. POWER hands you a power-up on the spot; EASY SCREEN rewrites the screen you're on, in exchange for paying less.
Five kinds of crystal that fight back
The Lattice shatters. The Bulwark takes three hits and cracks open as it goes. The Anchor never breaks: use it as a wall or play around it. The Volt Cell detonates and takes its neighbours with it. And the Drift Vane moves while you're aiming.
Five elements, one cannon, and the reactions between them
Ember, Cryo, Lithic, Tidal and Vortex. Each loads the AEGIS cannon with its own ammunition and its own destruction geometry; each leaves a mark on the crystal it touches, and another element on that mark reacts. Vortex also pulls everything falling toward you and bends the core toward the crystal. Add Expand, Magnetic Anchor, Bulwark Field, Fission Ă—2 and Ă—3, Pierce and Calm: twelve pickups, and not one of them is "more of the same".
Eight acts that don't sound alike
Antechamber, Foundry, Garden, Bazaar, Dunes, Current, Corona and Core. Each act sets its palette, its acoustics and its meter: the Foundry stamps four on the floor through Pour, Furnace, Slag and Anvil; the Garden runs 3+3+2 and nothing lands where you expect; the Dunes leave half the bar empty and the emptiness is the instrument; in the Core the kick never repeats inside a bar. Every one of the 200 screens has its own music, generated from its seed — not one looping background track.
Forty sectors, and gates to skip them
40 sectors × 5 screens = 200. At the end of every act there's a branch gate: spend a core — never your last — and jump five screens into another sector, PRISM intact and a bonus waiting on the other side. Every screen also carries an optional challenge — Time Trial, Few Launches, Never Lose the Core, Hunt — that pays extra and never punishes.
Everything is reproducible
Every screen is generated from a fixed seed: identical in every run and on every machine. Nothing is random, so you can memorise a screen and replay the line. And the daily run is the same for everyone that day, with its own table.
Three difficulties that genuinely play differently
Relaxed, Standard and Expert change cores, shield resilience, top speed, drop rate, assistance and scoring. It is not one damage multiplier wearing three names. And all 200 screens are proven completable on all three — not assumed.
Built not to let you down
- Thirteen languages, the whole interface, not just the menus.
- Keyboard, mouse, touch and gamepad, all four tested.
- Real accessibility: high contrast, damage marked by pattern and not colour alone, reduced motion and reduced flashing, adjustable shake, interface scaling and separate volumes.
- Your save survives: versioned saves that migrate themselves and quarantine a corrupted file instead of swallowing it.
- If the game decides something for you, it says so. If it lowers the frame cap because it found an integrated GPU, you get a notice. It never degrades quietly.
The technical part, without the smoke
Rendered with WebGPU, with automatic fallback to WebGL2. On integrated graphics the game applies the 60 FPS cap by itself — measured: with the factory cap it dropped between 27 and 129 frames per thirty-second window; with the 60 cap, not one — and it changes not a single pixel of the image to do it. Every other power-saving setting sits behind a button you press yourself, with "Factory settings" next to it to undo the lot.
Original, all the way down
Name, setting, code, levels, art and audio are all generated in its own repository. It reuses nothing from Arkanoid, Breakout or any other property.