THE RUN
Every run starts from nothing.
A first-person shooter that runs in your browser. Forty waves and four bosses: the Foreman at 12, the Guardian at 24, the Incubator at 36, and the Overseer at the end.
Kills pay credits. Between waves you spend them on weapon rarity, ammo, abilities and salvaged parts, and you take one upgrade from the two on offer. No two builds end up the same.
BETWEEN WAVES
Gain credits, upgrade your build.
Clear a wave and two upgrades are offered at no cost. Take one; the other is gone.
Five tiers per weapon. Damage, magazine and handling scale with each one.
Shockwave, Decoy, Gravity Well, Overdrive, Flashbang, Sentry, Emergency Stim — each tiers up, each competes with the gun you wanted.
One purchase per run. The hit that would kill you heals you instead, time slows for three seconds and every enemy loses track of you. It only fires once.
Don’t like the shop’s offerings? Take your chance on a reroll.
Credits are scarce. Pick a direction early and pay it down — spreading thin, or pivoting halfway through a run, is how runs end.
WAVES 12 · 24 · 36 · 40
FOUR BOSSES
The Foreman, the Guardian, the Incubator, the Overseer. Whatever you built on the way down is what you fight them with. There is no shop at the bottom.
RECORDS
Measured, not submitted.
Run counts and times come straight from run analytics.