WHY BLOCKS DISSOLVE
Β· A ring holding
ARC GOAL or more blocks in an unbroken row (see HUD) collapses into the hole β the gold bracket shows exactly which run cleared.
Β· Gravity then drops everything inward. If the fallen blocks form a new full run, it clears too β that's a
CHAIN.
Β· Two arcs cleared by one drop =
QUASAR. Deeper rings pay more.
THE VOYAGE
Β· Purge
every ORIGIN BLOCK β the glowing crystal matter each system is born with (see ORIGIN LEFT on the HUD) β to collapse the system. Campaign worlds purge in
TWO STAGES: stage β
‘ reforms the same world deeper and faster; clear it to warp onward. Each warp offers an
ANOMALY relic.
Β· β Frozen origin blocks crack into plain origin blocks β clear them twice. βοΈ Comet-forged
gold ore pays +150Γworld per block in an arc.
Β· π₯ Vents regrow origin blocks Β· β‘ Lightning culls your tallest column Β· π The disk itself drifts Β· β¨ Time pockets slow the fall.
Β· β£ Toxin drips corrode your placed blocks back into origin matter Β· π Volcano blocks (fire worlds 6+) lob lava bombs onto your stack until you clear them.
Β· πΎ From world 8, VISITORS warp in: raiders and π saboteurs dump junk, πΈ harvesters steal your blocks β but π€ traders gift gold ore and π§ engineers clear origin blocks. The π― POINT DEFENSE anomaly guns down the hostile ones.
YOUR TOOLS
Β·
DECK: hold banks the piece; a full deck rotates β you get your
oldest banked piece back. βοΈ Eject (relic) discards a piece outright.
Β· Runs earn
β¦ SALVAGE β spend it in the HANGAR on your vessel.
Β·
Your vessel works: drones laser the topmost origin blocks to keep your stack low, and π¦ supply pods CHARGE an origin block into a β POWER CELL β clear an arc through it for bonus points and β¦ salvage.
THE CAMPAIGN
Β· The voyage is
21 worlds β world 20 is the EVENT HORIZON, world 21 is RINGDOWN itself. Purge it for
TRANSCENDENCE, then start anew or enter
β THE DEEP: endless randomized worlds that keep accelerating, forever.
Β·
GUARDIANS hold worlds 5, 10, 15 and 21: stage β
‘ summons a boss the world cannot collapse past.
Cleared arcs wound it β quasars hit harder β while it barrages, corrodes and shears the disk. Kill it to warp.
Β·
π
DAILY MISSION: a 3-world sprint under today's modifier, identical for every pilot on the board. One-shot β no saves, no retries, always PILOT. Finish it for a
β¦ salvage bounty that grows with your
π₯ streak (day 1: β¦200 β day 5+: β¦400); fall short and each purged world still pays β¦25.
Β·
FOUR DIFFICULTIES, picked on the title: π± CADET (gentle fall, arcs 8β11, Γ0.6 score, no trophies) Β· β PILOT (the true orbit: arcs 10β13) Β· π₯ ACE (faster, denser origin fields, +1 arc, tougher guardians, Γ1.5) Β· π VOID (relentless gravity, buried pockets from world 6, +2 arcs, 160% guardians, Γ2.2). Your mode is stamped on the board.
Β· Your voyage
auto-saves after every block β close the tab or hit
πΎ SAVE & EXIT in the pause menu and RESUME from the title with the exact same board. If you fall,
β² RETRY the same stage for β¦10Γworld salvage.
Β·
Campaign formations are FIXED β every pilot faces the same stars, so routes can be mastered and the board is fair. Only β THE DEEP rolls wild.