A machine-stack roguelite
FIRING ORDER
You never lose to luck. You lose to an order you chose.
A Charge falls through a stack of Parts you arranged. Each Part transforms it on the way down. Your only move is dragging one Part up or down.
- Status
- in development
- Platforms
- Steam (Windows · macOS), iOS, Android
- Price
- $12.99 on Steam · free tier on mobile
- Released
- Not yet
A Charge — a number carrying an elemental type — falls from the top of your machine and passes through every Part you have stacked beneath it. An Adder adds. A Multiplier multiplies. A Converter changes what the Charge is, switching on the Parts below that were waiting for that type. A Governor fires only if the Charge is still small enough, which means the whole game sometimes rewards holding back.
Three Charges per encounter, eight encounters per run. Every Part has a limited number of Sparks, so the order that wins the first Charge is rarely the order that wins the third.
Nothing is random when it matters. The same seed produces the same run on any device, and every number is on screen before you commit.
THE TRACE · seed 42, as dealt
SHORT BY 9 — the fix is one drag: pull →ION above the gate.
THE TRACE
Lose, and the game hands you a receipt. Every Part reports what it did and why — SLOT 5 · ×3 · DID NOT FIRE — charge was Ion, gate is Ember. A loss is a defect you can fix with one drag, not a shrug.
Difficulty that was measured, not guessed
Every target is a percentile of scores a simulated player population actually achieved, so an unwinnable encounter cannot be expressed. Runs are certified by three bot tiers before anyone plays them.
Deterministic to the bit
No floating point anywhere in resolution. Share a seed and your friend plays your exact run — same Parts, same Charges, same thresholds.
One thumb, portrait
The whole game is dragging a row up or down. It fits in a bus stop and it fits in an evening.