A tactical first-person bomber. You place bombs in a maze, blast your way out and survive — while somebody watches you do it, and can get bored.
You stand in a grid of 15 × 13 tiles. Solid pillars cannot be destroyed, crates can — and everything you need is behind them.
Your weapon is the bomb. It explodes in a cross, it hits you too, and it can set off other bombs. The entire game grows out of that one rule: anyone good does not blast one enemy, they build a chain.
And above it all stands the Fuse God. He rewards nerve and punishes caution. Hide, and you lose his favour. Build chains, and you gain it — and sooner or later he comes down himself.
Everything else is trimming. The bomb is the game.
A short press on the place button drops a bomb on your tile. It burns for 2.8 seconds and then explodes in a cross, as far as your range reaches. Walls stop the flame, crates are destroyed and stop it as well — unless you have Pierce.
Hold the place button down and you light the bomb in your hand. A bar under the crosshair shows how far the fuse has burned. Let go and it drops with whatever fuse is left — as little as 0.35 seconds.
That is the difference between „eventually“ and „now“. A cooked bomb goes off exactly when the enemy arrives.
After 2.2 seconds it goes off in your hand. There is no warning except the bar. Cooking is the fastest way to a chain — and the fastest way to blow yourself up.
Right mouse button (or THROW): the bomb flies up to four tiles in the direction you are looking. Throw over crates to hit things you cannot reach — or to start a chain from a safe distance. A cooked bomb can be thrown.
Walk into a bomb lying on the ground and you kick it. It slides until it hits something. A kick down the right corridor clears the whole thing.
F detonates a bomb under you instantly — and it does not hurt you. It is the ripcord for when you are boxed in. In the first three levels you have two charges, after that one. It sits at the crosshair as a ✹.
A bomb caught in another one's fire goes off with it. Two kills in quick succession are a combo, five are a chain, twelve are an event. Chains give more score, more scrap and considerably more favour than the same number of separate kills.
A bonus tool, not a replacement. You start with three shots; refills sit in crates but get rarer from level 4 on. It kills at range but makes no chains — and chains are what the God lives on. On a phone it aims for you within a generous cone.
| Action | Keyboard & mouse | Controller | Touch |
|---|---|---|---|
| Move | WASD | Left stick | Left stick |
| Look | Mouse | Right stick | Swipe right side |
| Place / cook bomb | Hold Space | Hold A | Hold PLACE |
| Throw | Right mouse button | B | THROW |
| Blaster | Left mouse button | RT | FIRE |
| Panic fuse | F | X | DET |
| Pause | Esc | Start | ⏸ top right |
| Sound on/off | M | — | Options |
| Clip mode | H | — | Options |
| Recording | Shift+R | — | Options |
Every key can be reassigned in the options. Clip mode hides the HUD, the messages and the touch controls — for recording with OBS or your phone's screen capture. The game carries on as normal.
Eleven levels, eleven worlds, fixed order. Bosses on levels 3, 6 and 9, the finale on level 11. Between levels you buy in the shop and make decisions. Finish the campaign and you have seen the game — but not exhausted it.
Every day one world for everyone. The same maze, the same crate contents, the same enemy placements. Whoever has the best run played it better — not rolled better. One attempt counts for the leaderboard; that is all it takes.
The same principle, but with seven days. Longer, harder, with room to practise.
The endless mode. No levels but waves — a new one every 65 seconds, and the world changes with each of them. Every system in the game runs at once here: the God, the Eye, chaos rules, minibosses, the core zone. It does not end. The only question is how far you get.
Every world has a hazard of its own — a mechanic that exists nowhere else and that you have to know.
| Level | World | Its hazard |
|---|---|---|
| 1 | Neon City | Lasers seal corridors on a fixed beat |
| 2 | Monochrome | Presses briefly invert your controls |
| 3 Boss | Spray Zone | Paint on the floor that slows you down |
| 4 | Void | Low gravity — everything drifts on |
| 5 | The Red Core | Destroyed crates grow back |
| 6 Boss | Ember Shaft | Lava pools and vents |
| 7 | The Resonance | Crystals charge up and discharge |
| 8 | Frost Chamber | Ice — you slide past your target |
| 9 Boss | Crypt | Webs hold you in place |
| 10 | Toxic Zone | Gas clouds that push your blasts around |
| 11 Finale | Stone Hall | None. Just him. |
All eleven appear in the Anomaly, in random order — one per wave.
| Chaser | Walks straight at you. The most common enemy and the most honest. |
| Bomber | Places bombs of its own. The reason you do not back into corridors. |
| Wanderer | Drifts about aimlessly. Only dangerous when you overlook it. |
| Thrower | Throws from a distance. Cover helps. |
| Phantom | Vanishes and reappears somewhere else. No wall stops it. |
| Armour | Survives several hits. Aim assist never locks onto it. |
| Splitter | Breaks into two smaller ones when it dies. Do not kill it in a tight spot. |
| Brooder | Keeps producing reinforcements. Deal with it first. |
These five rebuild the maze while you are standing in it. They are the reason a route you memorised no longer holds two minutes later.
| The Gardener | Plants new crates and closes corridors. |
| The Shifter | Shoves you one tile — usually straight into the fire. |
| The Builder | Walls things up. Every wall makes it tougher itself. |
| The Digger | Breaks open new routes. Sometimes for you, mostly for them. |
| The Thief | Collects pickups. From four items on it pulls them towards itself. Kill it and it drops everything. |
If you hear a falling three-note chime in the distance, the Thief has just picked up something that would have been yours. Rising chimes are yours.
From level 3 on, any enemy can appear as an elite — you can tell by the outline around its body. One affix, a much harder enemy, much more reward.
| Swift | Noticeably faster. |
| Armoured | Takes considerably more. |
| Toxic | Leaves a trail that slows you down. |
| Explosive | Detonates on death. Do not stand next to it. |
| Unseen | Only visible while moving. |
Crates hold range, bombs, speed, ammo, lives, shields — and occasionally something bigger.
A mutation changes every bomb you place from then on. You can only have one, but it levels up (the second level also gives +1 range).
| Aggressive | +1 range, hotter |
| Defensive | Freezes enemies |
| The Void | Every seventh bomb becomes a black hole |
| Corrupt | Brutally strong — hits you too |
| Reverb | The blast comes twice |
Single items from your stock, counted in the top bar. They replace your next bomb.
| Inferno | Two tiles more range — the flame eats through crates. |
| Cluster | A second small blast goes off at the end of every arm. |
| Grenades | Thrown bombs explode almost immediately on landing. |
| Black Hole | Pulls everything nearby together before it tears apart. |
| Gamble | Any one of these. You find out when it goes off. |
| Singularity | The largest blast in the game. Very rare. |
He is not an enemy, he is an audience. You collect favour by playing the way he wants to watch: chains, elites, combos, risk.
| Favour | Tier | What happens |
|---|---|---|
| 90 | He notices you | Something has spotted you. |
| 230 | He leans in | He wants to see more. |
| 430 | He laughs | The world starts reacting. |
| 700 | He intervenes | Reality flickers. |
| 1050 | He descends | … |
Dig into a corner and wait, and you lose favour. That is not a penalty for playing badly, it is one for playing dully. With every tier he also drains the colour out of the world — the further you get, the more violet and the darker everything becomes.
At higher tiers he sets you tasks in the middle of a run. Pass and you get a lot; fail and it costs favour.
| The Silence | Survive without resupply. |
| The Hunter | Beat his champion. |
| The Duel | Just the two of you. |
In the Anomaly an altar appears at irregular intervals. Stand inside it and the Eye comes down. You get one power — immediately, once, and it is strong.
| Time Rift | Ten seconds are yours — the world runs in slow motion, you do not. |
| Judgement | Half the field falls at once. |
| Magnet Storm | Every enemy is dragged to the centre — and lies there together. |
| Bloodlust | The world goes dark and you become the hunter. |
| Singularity | One bomb that takes everything. |
| Black Hole | A supply of holes for your next few bombs. |
| Golden Gaze | For a short while everything turns into loot. |
From wave 8 on the altar arrives roughly every 32 to 38 seconds. A Magnet Storm followed immediately by a cooked bomb in the centre is the most efficient chain the game allows.
Bosses are invulnerable until their dome is open. It opens in phases — hit the marked spots and the core lies bare.
| Boss | Where | Lives |
|---|---|---|
| First boss | Level 3 | 10 |
| Second boss | Level 6 | 11 |
| Third boss | Level 9 | 12 |
| The finale | Level 11 | 15 |
In the Anomaly a miniboss appears every four waves you survive — with 8, 9, 10, 12, 15, 16 and from the seventh on 18 lives. And in wave 19 the Fuse God descends himself: 20 lives and a repertoire of his own. He returns every ten waves, four lives heavier each time.
A new wave every 65 seconds: more enemies at once, faster reinforcements, harder types. The world changes with every wave as well — biome, light, hazard, all of it.
At fixed waves a rule comes into force and stays. „They come more often“, „In pairs“, „Golden harvest“, „Double shove“, „Fewer, but worse“, „Rifts in the sky“ — each shifts the balance for good.
On top of that, chaos modifiers stack up and affect everything at once:
| Weightless | Floating jumps |
| Darkness | Only your light and explosions illuminate |
| Hyper Speed | All enemies +20 % speed |
| Overload | +2 range — hits you too |
| Fog | Thick fog, short sight |
| Scorchland | Every blast leaves fire behind |
A marked area in the middle. Stand in it and you get more — and for that you have to stay exactly where everybody else is heading.
Some worlds tip over. A corruption sharpens the hazard of the current world: „Burning Crypt“, „Acid Storm“, „Overgrown“, „Collapse“, „Meltdown“. Corruption and chaos never occur together — one of the two is enough.
For scrap collected in the level. Every purchase lasts the whole run.
| Range +1 | Bigger blast radius |
| Extra bomb | One more bomb at a time |
| Speed + | Faster on your feet |
| Ammo +5 | Blaster cells |
| Extra life | One more heart |
| Remote detonator | Detonate bombs with F |
| Pierce | Fire goes through crates |
Some levels come with a rule that applies from the first second. There are fourteen — among them Instability (every bomb reaches two tiles further, including towards you), Blood Toll (you start with a single life), Blind (no minimap), Short Fuse, His Wrath (more than twice as many elites) and Forgotten (no shop, scrap worthless).
Now and then a crate holds a vault. It gives a blessing — and every blessing costs something:
| The Hunger | More force the fewer lives you have |
| Volcanic Blood | +2 range — but −1 maximum life |
| Arsenal | +2 bombs — but −1 maximum life |
| Frenzy | +Speed — but enemies get faster too |
Before the finale stands a door with a condition: Bombs only, Double horde, Blind or Hunted. You choose it yourself. After that there is no shop.
Before a run you choose a path. It changes your starting values and how the God judges you.
| No path | No requirements, no drawbacks. |
| The Fuse | +2 bombs, +1 range. His own blasts hit him at full range — but chains impress him far more. |
| The Survivor | Faster, longer shields — but −1 range. He tests you much more often. |
| The Madman | Starts already mutated. Anomalies find him earlier — and he turns wrathful sooner. |
| The Architect | Remote + extra bomb, but slower. He sees possible chains as lines — and small chains count as big ones. |
Every path has a mastery: a task only that path can manage. The Fuse needs an armageddon without taking a single hit, the Architect a catastrophe with twelve kills in one chain.
You earn cores in every run and they stay forever. The workshop improves your starting values — late tiers give you a head start, not a higher ceiling.
| Upgrade | Effect | Cost |
|---|---|---|
| Ammo Belt | +5 starting ammo | 30 |
| Blast Force | +1 starting range | 40 |
| Second Fuse | +1 starting bomb | 60 |
| Toughness | +1 starting life | 120 |
In the daily and weekly challenge the workshop does not count. Everyone starts a shared world with the same gear, the same oath offer and all ten threat tiers open. Otherwise the leaderboard would compare runs that were never comparable.
Before every run you can swear an oath — an extra task you set yourself. Keeping it unlocks something. There are eighteen, among them:
Ten tiers of voluntary hardship. Each one stays active when you add the next.
| 1 | The Gaze | They see you much further — and know where you are from the start. |
| 2 | The Hunger | Crates give less. |
| 3 | The Awakening | Chaos begins as early as level 2. |
| 4 | The Hunt | Elite enemies from the very first level. |
| 5 | The Doubt | Healing often fails, shields hold shorter. |
| 6 | The Chase | All enemies are faster. |
| 7 | The Indifference | Nobody helps you any more when you are nearly dead. |
| 8 | The Weight | Bosses take more. |
| 9 | The Impatience | He gets bored faster. |
| 10 | The End of Patience | He looks away. There is no saving you. |
There are two, and the split does not run between desktop and phone but between precise and imprecise input:
A controller on a phone plays like one on a desktop and therefore belongs in the same list. As soon as any precise input was used in a run, it counts towards the standard list. Pure touch runs get something in return: one enemy fewer at a time and 5 % more time between enemies.
Every mode has both lists — daily, weekly, campaign and Anomaly kept apart.
This manual describes the game as it stands at release. Values such as boss lives, wave length and costs can change with updates — inside the game the codex in the pause menu always takes precedence.
← Back to the home page