Goal: Win by breaching the opponent's Core, sealing Resonance (4 in a line / 2×2 square), or achieving Resonance Dominion (control 6 resonance marks).
Turn Sequence: Tap a glyph, tap the square under your piece, then tap a highlighted destination. You can switch pieces anytime by tapping a different piece's square.
Controls: Tap squares, not the pieces themselves. On a computer, click with the mouse — hovering a square previews the piece on it. On a phone or tablet, tap the glyph then the piece square, then the destination. There is no WASD move stick in GLYPH.
Glyphs: Each glyph allows different movement patterns. Choose wisely!
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VECTOR — Move 1 step in any direction (orthogonal or diagonal). Like a king in chess.
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LANCE — Move exactly 2 spaces in a straight line. Cannot jump over pieces.
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ARC — Move in L-shape (2 spaces one direction, then 1 space perpendicular). Like a knight in chess.
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PULSE — Move 1 step AND push an adjacent enemy piece 1 space in the same direction. Can capture by pushing enemies off the board or into occupied spaces! Note: Cannot push pieces that are standing on their OWN resonant squares. You can still pulse enemies on YOUR resonant squares. Shards cannot use PULSE against core pieces.
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ANCHOR — Stay in place and mark resonance on your current tile, OR move to an adjacent unoccupied enemy resonant square and claim it. This is the only way to create new resonance marks!
Resonance: You start with one resonance mark on your Core piece. Only the ANCHOR glyph can create new resonance marks. Form 4 marks in a straight line (horizontal, vertical, or diagonal) OR create a 2×2 square of marks to win instantly. Resonance Dominion triggers if you control 6 total resonance marks. Pieces standing on their OWN resonant squares cannot be pushed by PULSE (protection), but you can still pulse enemies on YOUR resonant squares. Enemies can also anchor on your resonant squares if they're unoccupied.
Inversion: If you move onto an enemy unoccupied resonant square (with any non-ANCHOR glyph), that square will flip to you at the start of your next turn — if your piece is still standing on it.
Capture Rules: Your Core piece can capture enemy shards and the enemy Core by moving onto them. Shards can only capture the enemy Core by moving onto it—they cannot capture other shards directly, and they cannot use PULSE against core pieces. Shards can push other shards with PULSE (which can result in capture if pushed off the board or into an occupied space).
Win Conditions: You win by (1) capturing the opponent's Core (by moving your Core onto it, surrounding it on 4 sides, or immobilizing it), (2) forming 4 resonance marks in a line, (3) creating a 2×2 square of resonance marks, or (4) controlling 6 resonance marks (Resonance Dominion).
Time Control: Each player has 5 minutes total for the entire game. No time added per move. If your time runs out, you lose.
Goal: 3v3 arcade soccer. First to 5, or most goals when the 2:00 clock hits zero. A tie goes to 30 seconds of golden goal, then a draw.
You control one player on Tide (left, teal) or Ember (right, orange). Four bots fill the rest. Pass to a teammate to auto-swap onto them.
Move: Left stick on a phone, or the keys in CONTROLS on a computer (default WASD, arrows also work). Stick and keyboard can be used together.
Touch: Left stick moves. SHOT / PASS / DASH / SWAP are the four buttons. Stick and keys work together.
Keyboard: Open CONTROLS in the lobby to see or change your layout. Default is controller-hands: K shot, J pass, L dash, I swap. Escape or LEAVE to quit.
Carried balls cannot be dribbled through the net — shoot or pass them in. Dash into the ball carrier to tackle.
No fouls, no offside. Side walls keep the ball live. Ranked TRIAD is 1v1 with bots on both teams. Quick Match is you plus two bots versus three bots, offline in the browser.
Goal: 3v3 American football shootout. Touchdowns are 7. First to 28, or most points when the 3:00 clock hits zero.
You control one player on Storm (left, blue) or Blaze (right, amber). Four bots fill the rest. Catch or pitch to a teammate to auto-swap onto them.
Each possession starts with a kickoff return — Storm receives first. Your teammates lead block; coverage has to wait for the catch, then crush. After the return is downed it's 1st & 10. Four downs to pick up ten yards or score. Incomplete passes cost a down. Turnovers and 4th-down stops flip the field.
Move: On-screen stick on a phone or tablet, or the keys in CONTROLS on a computer (default WASD). Stick and keyboard work together.
Touch: Stick aims the play and the runner. Primary / run-pitch / pass / swap are the four buttons. Labels change with the down.
The primary key changes with the play — SNAP after the whistle, THROW behind the line, JUKE on a return, HIT on defense. Open CONTROLS to remap. Default controller-hands: K primary, J run/pitch, L pass, I swap.
Before the snap: point the stick (or WASD) to call a play — up for pass, down for run, left or right for a sweep. Secondary snaps a run, dash snaps a pass. Receivers run routes on pass plays and lead-block on runs and returns.
With the ball: secondary pitches to the teammate behind you. Primary jukes (slips a tackle) until your legs gas — the ring around the runner is your juke. Contact tackles you unless you still have legs. Completing a pitch or catch swaps you onto that player.
Defense: on a pass, stay with your WR and break up the throw. On a run or kickoff return, steer into the ball carrier and tap HIT to wrap. Swap changes which defender you control.
Goal: True 1v1 half-court basketball. First to 11, win by 2, hard cap 15. If the 3:00 clock hits zero, most points wins. A tie goes to overtime, next score wins.
You are Crown (gold) or Rival (violet). No bots filling extra seats — it is you versus one opponent. Quick Match is you versus one bot, offline in the browser.
Possessions start with a check at the top of the key. Press the primary button to check the ball in. Make it, take it: score and you keep the rock. Misses, steals, and boards send the other player back to check it up.
Scoring: 1 inside the arc, 2 beyond it. Drive and dunk near the rim. Hold SHOT to charge a jumper. CROSS slips a steal. DRIVE dashes at the hoop.
Defense: HANDS up to contest. STEAL on the dribble. CLOSE on the shooter.
Touch: Stick moves. SHOT / CROSS / DRIVE are the action cluster. Labels flip to HANDS / STEAL / CLOSE on defense.
Keyboard: Open CONTROLS in the lobby to see or change your layout. Default is controller-hands: K shot/check/contest, J cross/steal, L drive/close. Escape or LEAVE to quit.
Goal: True 1v1 open-hand blackjack on a single 52-card shoe. Each of you starts with 11 chips. Bust the other bankroll, or hold more chips when the cut card hits (12 cards left) or the 3:00 clock runs out.
You are Bank (green) or Rake (crimson). Every card is face up. The remaining shoe stays on the host — you have to count it yourself. Hi-lo: 2–6 are +1, 7–9 are 0, tens and aces are −1. A plus count means tens are left. RAISE.
Wager: Lock 1 by default. RAISE to 2 when the tray is rich. Then HIT, STAND, or DOUBLE eleven.
Blackjack (A+10 on two cards) beats a 21 built from three or more. Both bust is a push. Winner takes the opponent's wager.
Touch: LOCK / HIT, ANTE / STAND, RAISE / DOUBLE are the three action buttons. Stick is unused at the table.
Keyboard: Open CONTROLS to remap. Default controller-hands: K lock / hit, J ante / stand, L raise / double. Escape or LEAVE to quit.
Goal: True 1v1 darts. Each visit a mark is called — BULL, INNER, OUTER, or a colored wedge. Hit the called target for bonus points. First to 21, win by 2, cap 30. Most points when the 3:00 clock hits zero.
You are Loft (gold) or Fletch (crimson). Three darts each visit, then the other seat throws. Quick Match is you versus one bot.
Aim with the stick. Hold DRAW to pull. Sway grows as you charge. SETTLE steadies the reticle against the wind. LOFT hangs longer in the air — more drop, more drift. Charge punches through weather. A gold ghost shows where this throw will land. Release to throw.
Each visit rolls wind, air, and pressure. Wind pushes the dart. Heavy air catches more. Low pressure scatters. Thin air and a firm draw fly truer. Aim upwind of the mark.
Touch: Stick aims. Hold DRAW, release to throw. SETTLE and LOFT are the other two buttons.
Keyboard: Open CONTROLS to remap. Default: K draw / throw, J settle, L loft.
Goal: True 1v1 pickleball / tennis hybrid. Rally scoring to 11, win by 2, cap 15. Most points at 3:00.
You are Ace (green) or Deuce (amber). Each player has a paddle. Hold SWING to ready it and meet the ball. Serve underhand and land it past the kitchen. The serve and the return must bounce before anyone can volley — kitchen volleys are always a fault.
Hold SWING to charge. Release to serve or snap a swing. Aim with the stick; hitting high or low on the paddle steers the ball. LOB lifts. LUNGE dashes.
Touch: Stick moves. Hold SWING, tap LOB or LUNGE. Keyboard and stick can mix.
Keyboard: Open CONTROLS to remap. Default: K swing / serve, J lob, L lunge.
Goal: Co-op duel planet defense. You own a hemisphere. Inbound craft leak onto your shield. Breach the other core, or lead the score after 8 waves.
You are Aegis (cyan) or Halo (gold). Stick selects a pad. BUILD / UPGRADE spends gold. CYCLE the kit: PULSE (your ships), FLAK (shared burst), LANCE (long shot), DOME (slow). SELL refunds. FLAK and DOME can cover the other sky — help them, or farm the bounty.
Gold ticks during the match. Quick Match is you versus one bot on the other hemisphere.
Touch: Stick selects a pad. BUILD, CYCLE, SELL, NEXT are the four buttons.
Keyboard: Open CONTROLS to remap. Default: K build, J cycle, L sell.
Goal: Co-op duel zombie defense. Mid-street horde splits toward both houses. If they reach your door, you leak. Last house standing, or higher score after 8 waves.
You are Ward (green) or Bone (crimson). Three lanes, four pads each. SPIKE is cheap fire. NAPALM burns a pack (shared). RIFLE reaches. FENCE slows. You can torch the other lane — that's the duel inside the co-op.
Touch: Stick selects a pad. BUILD, CYCLE, SELL, NEXT are the four buttons.
Keyboard: Open CONTROLS to remap. Default: K build, J cycle, L sell.
Goal: 1v1 space racers. Auto-accel. First to 3 laps, or farthest when the clock hits zero.
You are Pulse (cyan) or Flare (gold). Stick steers. Hold DRIFT in the turns to bank turbo. Grab boxes: BOOST, PLASMA, MINE, SHIELD, SHOCK. HOP skips mines. BACK fires plasma rearward. Slipstream the racer ahead for extra speed.
Quick Match is you versus one bot on the circuit.
Touch: Stick steers. Hold DRIFT. ITEM fires the box. HOP skips mines. BACK dumps plasma behind you.
Keyboard: Open CONTROLS to remap. Default: K drift, J item, L hop.
Goal: 1v1 assassin duel. First to 4 frags, or most kills when time expires.
You are Wraith (cyan) or Viper (crimson). During SET, stick picks a class: ↑ GHOST (cloak + backstab), → HEX (charge orb + blink), ↓ RAZOR (cut + lunge). DASH is a short burst. Cover blocks shots. Cloaked Ghosts vanish unless you catch the shimmer.
Touch: Stick moves. ATK, ABI, DASH, CLASS are the four buttons. CLASS / stick pick a kit in SET.
Keyboard: Open CONTROLS to remap. Default: K attack, J ability, L dash.
Goal: True 1v1 gaga ball. First to 7, win by 2, cap 11. Most hits if the 3:00 clock hits zero.
You are Ring (green) or Rim (amber). Slap the ball — you cannot catch it. Bank it off the octagon wall. If an armed rolling ball hits you, you are out and they score. Hold SLAP to charge, release to send. FEINT dumps a charge and sidesteps. DASH to close or dodge the rebound.
Touch: Stick moves. Hold SLAP to charge, release to slap. FEINT and DASH are the other buttons.
Keyboard: Open CONTROLS to remap. Default: K slap, J feint, L dash.
Goal: Pitcher vs batter homerun derby. 5 pitches a half, 3 innings. First to 8 bombs, or most after both have hit.
You are Ace (cyan) or Duke (gold). Pitcher: stick aims the zone. Tap or hold PITCH to throw, cycle FAST / CURVE / CHANGE / SLIDER. Batter: aim the barrel. Hold SWING through the pitch, or tap NOW as it reaches the zone. TAKE looks. STRIDE helps the barrel. Late, early, and off-location are outs.
Touch: Stick aims. Hold PITCH or SWING. CYCLE the pitch. TAKE looks. STRIDE helps contact.
Keyboard: Open CONTROLS to remap. Default: K pitch/swing, J cycle/take, L stride.
Goal: 1v1 mini golf. Nine holes of match play. Lowest strokes wins the hole. First to five holes, or the card after nine. Halved holes stay all square. Sudden death if tied.
You are Fore (green) or Pin (gold). Both balls are live on the same green. Stick aims. Hold PUTT to charge, release to stroke. CANCEL dumps a charge. Sand kills speed. Water is a penalty stroke back to your last lie. Bank the walls. Drain the cup.
Quick Match is you versus one bot. Ranked uses the same sim on the host. Exhibition is unranked online.
Touch: Stick aims. Hold PUTT to charge, release to stroke. CANCEL dumps a charge.
Keyboard: Open CONTROLS to remap. Default: K putt, J cancel.
Goal: True 1v1 fighter. Best of three rounds. 99 seconds each. Higher health wins a timeout. First to two takes the ring.
You pick a skin pack. Six packs, twelve looks: RING, NEON, BONE, GOLD, VOID, STREET. Skins are cosmetic. Quick Match is you versus a bot from another pack. Ranked uses the same sim on the host.
Buttons: PUNCH, KICK, JUMP, SQUAT. Stick walks, holding down also squats, tapping up also jumps. Hold back (away from them) to block. During ROUND START, SQUAT cycles your skin.
Normals: Neutral punch is a jab. Forward + punch is a heavy. Kick is the poke. Squat + punch anti-airs. Squat + kick is a low sweep (crouch-block). Jump attacks are overheads (stand-block). Close punch+kick throws — throws beat block.
Combos: Jabs cancel into kicks, then an upper. After a launcher, jump for an air hit. Forward, forward + punch is a rush. Full meter punch+kick is SUPER. Damage scales after the first hit. Chip on block cannot carry a round by itself.
Touch: Left stick moves / crouches / jumps. The four buttons are PUNCH, KICK, JUMP, SQUAT. Hold SQUAT or pull the stick down for lows. Labels flip to HEAVY / LOW / AIR / SUPER when those are live.
Keyboard: Open CONTROLS to remap. Default: K punch, J kick, L jump, I squat. WASD move, down squat, up jump. Escape or LEAVE to quit.
Goal: True 1v1 first-person sniper. Opposite ridges. First to 4 frags, or the lead when the 3:00 clock hits zero.
You are HAWK or OWL. Hold SCOPE to glass the far lip. Stick looks while you are glassed, and strafes when you are not. Hold BREATH to kill sway — wind still drifts the round. FIRE sends a bolt; you work the action before the next shot. CROUCH drops you behind cover. Shots from cover eat your own ridge. A scoped rifle glints.
Quick Match is you versus one bot. Ranked uses the same sim on the host. Exhibition is unranked online.
Touch: Stick strafes or looks. Hold SCOPE to glass. Hold BREATH. FIRE the bolt. CROUCH is cover.
Keyboard: Open CONTROLS to remap. Default: K fire, J scope, L breath, I crouch. WASD strafe or look. Escape or LEAVE to quit.
Goal: 1v1 rock-hero composer. WRITE a bar on piano or drums, then HIT the highway. Four bars. Highest score wins.
You are AXE or KIT. Face buttons are piano: C, E, G, high C. WASD is drums: kick, snare, hat, crash. On-screen pads match both kits. WRITE records what you play on the click. PLAY drops the groove plus both bars down four lanes.
Hit gems as they meet the line. Perfect / Great / OK. Combo multiplies. Misses dump the heat. Quick Match is you versus a bot that writes and hits. Ranked uses the same sim on the host.
Touch: Left pads are drums. Right pads are piano. Same four colors as the highway.
Keyboard: Open CONTROLS to remap. Default: K J L I piano, WASD drums. Escape or LEAVE to quit.
Goal: 1v1 rocket launch. Hold the burn, gravity-turn at max-Q, stage the booster, and cross the orbit ring with enough horizontal speed. First to 3 insertions.
You are STEEL (cyan) or FLAME (gold). Stick pitches the stack. Hold BURN to throttle. A straight-up stack shreds in the thick air — pitch over as the Q bar goes hot. STAGE drops the booster so the upper can light. Hold SAS to damp tumble. FAIRING comes off above the soup.
Quick Match is you versus a bot that gravity-turns. Ranked uses the same sim on the host. Exhibition is unranked online.
Touch: Stick pitches. Hold BURN. STAGE. Hold SAS. FAIRING jettisons.
Keyboard: Open CONTROLS to remap. Default: K burn, J stage, L SAS, I fairing. WASD pitch. Escape or LEAVE to quit.
Goal: Infinite farmer / gatherer survival. No combat. Stay fed, keep sowing, walk as far as you want.
Gather: Punch trees for wood. Pick berry bushes. Pull wild grain. Pry stone from rocks. A hatchet from the hearth makes the work faster.
Farm: Craft a hoe, till grass, plant seeds, water with a can (fill it at a stream). Crops near water stay wet. Rain soaks the field. Harvest when they glow.
Survive: Hunger drains. Eat berries, roots, or bread. If you faint you wake at the hearth. The field saves on this device.
Touch: Stick walks. USE on the tile in front. EAT the selected food. SPRINT. NEXT cycles the pack, or the hearth recipe.
Keyboard: Open CONTROLS to remap. Default: K use, J eat, L sprint, I next. 1–8 pick a slot. Click a nearby tile to work it.
Goal: Shared art studio. Draw on one paper with a partner, or paint solo. When either of you hits EXPORT PNG, both of you get the same file.
Paint: Drag on the paper. Pick a color and a width from the tray. ERASER paints the paper back over marks. UNDO drops your last stroke. CLEAR wipes the sheet for both of you.
Online: FIND PARTNER queues an unranked studio. Your strokes land on their paper live. Their brush tip shows as a colored dot.
Export: EXPORT PNG rasterizes the sheet at 1600×1000. Both seats see a preview and can save the PNG. Keep painting after a save.
Keyboard: Open CONTROLS to remap. Default: K undo, J eraser, L export PNG, I clear. B brush, E eraser, [ ] size, Ctrl+S export. Esc or LEAVE to quit.