Individual System: Your shots hit exactly where you aim. Definite, precise outcomes.
Ensemble QM: Probabilistic - Shots may miss even if you aim correctly. Statistical uncertainty.
Individual System: Deterministic - Shots hit exactly where aimed. Definite outcomes.
Bell Pairs: Correlated - Shooting one target affects its pair. Requires pairs to test.
WASD or Arrow Keys to move
Click or Space to shoot
Mouse to aim (cursor follows mouse)
Tab to open/close weapon wheel
Mouse Wheel (in weapon wheel) to navigate
Click weapon in wheel to equip/unequip
Q (hold) to show repair selection
Mouse Wheel (while Q held) to select item
Click item to repair (requires hammer)
Q (tap) to equip/use hammer
1 Ensemble Mode
2 Individual Mode
3 Bell Pairs Mode
H Use health pack
X Use atom split
ESC Pause / Show all panels
E Equipment/Inventory
L Leaderboard
F11 Toggle fullscreen
💡 Crafting & Shop appear automatically during level-up
C Activate boost (uses methane)
Boost: +50% speed, +30% damage, invincibility
R Restart game
You've been shrunk to atomic scale! Destroy molecules, collect atomic materials, and escape the scientist's brain!
Available only during level-up
Available only during level-up
Tokens: 0
Neurokeys: 0
Press ESC to close
You've been shrunk to atomic scale and trapped inside a scientist's brain! Your mission is to destroy molecules, collect atomic materials, and escape by progressing through increasingly challenging levels.
Objective: Destroy particles, red molecules, and enemies to collect materials and progress through levels.
As you destroy particles and molecules, you'll gain experience and level up. Each level-up triggers a menu where you can:
💡 Note: Crafting & Upgrade Shop menus appear automatically during level-up - no need to press keys!
Physics Concept: Probabilistic quantum mechanics - uncertainty principle in action.
Gameplay: Shooting has built-in uncertainty. Your shots have a spread pattern, making precise targeting more challenging but rewarding.
Materials Dropped: Quantum Particles (Electrons) and Energy Crystals
Physics Concept: Deterministic individual systems - precise, predictable behavior.
Gameplay: Precise, deterministic shooting. Your shots go exactly where you aim with no spread.
Materials Dropped: Energy Cores (Photons) and Metal Scraps (Nuclei)
Physics Concept: Quantum entanglement - correlated pairs that behave together.
Gameplay: Targets appear in correlated pairs. Destroying one affects the other. Enemy ships spawn and drop double tokens!
Materials Dropped: All materials (mixed), but double tokens from enemy ships!
Einstein needs to eat! The survival system adds a hunger mechanic that you must manage to stay alive. When survival mode is unlocked (available from the start), you'll need to collect biological components and craft food to maintain your hunger meter.
When survival mode is active, destroying molecules drops biological components instead of regular materials:
Craft food items during level-up using biological components. Each food restores different amounts of hunger:
Cost: 5 ATP, 3 Amino Acids, 2 Sugars
Effect: Restores 20 hunger
Efficiency: 2.0 hunger per component - Good starter food
Cost: 8 Amino Acids, 4 Sugars
Effect: Restores 35 hunger
Efficiency: 2.92 hunger per component - Best efficiency!
Cost: 10 ATP, 6 Sugars
Effect: Restores 35 hunger, +5 methane
Efficiency: 2.19 hunger per component - Good for quick energy and methane
Cost: 8 ATP, 6 Amino Acids, 5 Sugars, 3 Fatty Acids, 2 Vitamins
Effect: Restores 50 hunger
Efficiency: 2.08 hunger per component - Well-rounded nutrition
Cost: 15 ATP, 12 Amino Acids, 10 Sugars, 5 Fatty Acids, 4 Vitamins, 3 Minerals
Effect: Restores 100 hunger, +15 methane
Efficiency: 2.04 hunger per component - Ultimate nutrition, fills entire hunger bar!
Cost: 3 Sugars, 2 Fatty Acids
Effect: Restores 10 hunger, +10 methane
Efficiency: 2.0 hunger per component - Quick methane boost
Eating certain foods generates methane (0-100). Methane can be used to activate a powerful boost mode:
Your starting weapon. Low damage (10) and slow fire rate (0.5/s), but reliable. Good for repairs since it's cheap to craft.
High fire rate (1.0/s) but lower damage (8). Excellent for clearing many small targets quickly. Can be upgraded 4 times to increase fire rate even more.
Einstein's Physics: Unlike quantum mechanics lasers that rely on probabilistic wave functions, Einstein's Spread Weapon channels probability distributions based on complete individual system descriptions. While QM lasers use ensemble statistics (uncertainty principle), this weapon uses the understanding that individual systems have definite properties, allowing precise control over the spread pattern.
Gameplay: Fires 3 bullets in a spread pattern (damage 12 each). Great for hitting multiple targets or large enemies. Upgrades increase spread count (up to 7 bullets).
Einstein's Physics: Traditional quantum mechanics lasers work with probabilistic photon emissions and uncertain transformation times. Einstein's Laser Weapon channels definite transformation times - based on his radioactive atom example where individual atoms have exact decay times. This bypasses the Psi-function's limitation of only providing ensemble probabilities, allowing continuous, deterministic beam control.
Gameplay: Continuous beam weapon! High damage (20) with 2-second duration and 3-second cooldown. Devastating against single targets. Upgrades increase duration and damage.
Very fast firing (2.0/s) with moderate damage (7). When upgraded to tier 1 (Level 50+), becomes omnidirectional - shoots in 8 directions automatically!
Physics: Quantum mechanics can only predict transformation probabilities for ensembles - the Psi-function cannot show exact transformation times for individual systems. Einstein's Transformation Predictor uses his radioactive atom model: individual atoms have definite decay times, not just probabilities. This technology bypasses statistical QM's limitation by providing complete descriptions of individual systems, allowing precise prediction and targeting.
Gameplay: High damage (35) with good fire rate (0.8/s). Penetrates defenses and can damage bosses even during invulnerability phases. Orange projectiles.
Cost: 120/100/80/60/50 (very expensive)
Physics: Quantum mechanics weapons rely on ensemble statistics and uncertainty - shots have probabilistic spread patterns. Einstein's Deterministic Engine uses complete individual system descriptions, providing definite properties and deterministic behavior. Unlike QM's statistical approach, this weapon channels precise, predictable projectile paths by modeling individual systems (A or B) rather than correlated pairs, sidestepping Bell's theorem entirely.
Gameplay: Devastating spread weapon! Fires 5 bullets (45 damage each) with fast fire rate (1.5/s). Purple projectiles. Perfect for crowd control and large bosses.
Cost: 180/150/120/100/80 (ultra expensive)
Physics: Bell's theorem constrains quantum mechanics by showing local hidden variables are impossible - but only for correlated pairs (A and B together). Einstein's Individual System Core bypass technology works with individual systems (A or B alone), not pairs. Since Bell's logic requires measurements on both systems to test correlations, this weapon sidesteps Bell entirely by operating on individual systems with complete descriptions, achieving omnidirectional power impossible in standard QM.
Gameplay: Ultimate weapon! Massive damage (60), omnidirectional automatic firing (3.0/s), cyan projectiles. The most powerful weapon in the game.
Cost: 250/200/180/150/120 (highest tier)
Balanced starter ship. Speed: 150, Health: 100. Reliable and cheap to repair.
Speed demon! Speed: 220, Health: 75. ⚡ Speed Boost bonus (+15% speed). Smaller hitbox makes you harder to hit.
Heavy armor! Speed: 90, Health: 250. 🛡️ Damage Resist bonus (takes less damage). Slower but very durable.
Balanced fighter. Speed: 190, Health: 110. ✨ Evasion bonus (better dodging). Diamond shape with smaller hitbox.
Physics: Quantum mechanics ships rely on wave function probabilities and ensemble statistics, making them inherently unstable at the individual system level. Einstein's Individual Stabilizer completes the description of individual particles by providing definite properties (exact positions, velocities, states) rather than probabilistic distributions. This stabilization bypasses QM's uncertainty principle limitations, allowing precise control impossible in standard quantum mechanics.
Gameplay: High-speed ship (250 speed) with good health (200). 🔬 Stabilized bonus reduces knockback and improves control. Orange color.
Cost: 100/80/60/50/40
Physics: Standard quantum mechanics vessels operate under ensemble limitations - the Psi-function describes groups, not individual systems. Einstein's Complete Description Vessel provides full individual system descriptions with all definite properties known simultaneously. Unlike QM's statistical approach that cannot complete the description of individual real situations, this vessel operates with complete information, achieving performance beyond quantum mechanical constraints.
Gameplay: Ultimate ship! Speed: 280, Health: 350. ⚛️ Complete bonus provides damage reduction and improved maneuverability. Purple diamond shape.
Cost: 180/150/120/100/80
Capacity: 50. No regeneration - breaks when depleted. Cheap and effective for early game.
Capacity: 100. No regeneration. Double the protection of basic shield.
Capacity: 150. Regenerates 15/s! The only basic shield that recharges. Excellent for sustained combat.
Physics: In quantum mechanics, the wave function is epistemological (a tool for predictions) not ontological (real). QM shields work with probabilistic protection based on ensemble statistics. Einstein's Ontological Reality Shield makes the wave function ontological - transforming probability distributions into actual, real protective barriers. This sidesteps QM's limitation where the Psi-function only describes ensembles, creating a shield that operates on individual system reality rather than statistical predictions.
Gameplay: Massive capacity (300) with fast regeneration (30/s). The shield has a pulsing, "real" wave-like visual effect. Can recover during intense combat.
Cost: 120/100/80/60/50
Physics: Quantum mechanics barriers rely on ensemble statistics and cannot provide complete protection for individual systems - the Psi-function's limitation. Einstein's Individual System Barrier uses complete descriptions of individual systems with all definite properties known, providing layered protection that bypasses ensemble limitations entirely. Unlike QM's statistical approach that cannot complete the description of individual real situations, this barrier operates with full individual system information, achieving protection impossible in standard quantum mechanics.
Gameplay: Ultimate defense! Capacity: 500, Regeneration: 50/s. Advanced barrier with individual-system patterns. Can tank massive damage and recover quickly.
Cost: 200/180/150/120/100
Enables targeting crosshair and aim assist. Helps with precision shooting, especially in Ensemble mode.
Automatically attracts all material drops to you from anywhere on screen. No more chasing items!
During level-up, you can spend tokens to permanently upgrade your stats. These upgrades persist across all levels and stack with equipment bonuses. Costs increase with each purchase and scale with your level.
Increases movement speed by +30 per upgrade. Stacks with ship speed bonuses. Essential for dodging enemy fire and collecting materials quickly.
Cap: Maximum +300 (450 total speed) - prevents game-breaking speeds
Cost: Starts at 10 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Increases shooting speed by +0.2 shots per second per upgrade. Higher fire rate means more damage output. Stacks with weapon fire rates.
Cap: Maximum +5.0 (5.5 total fire rate) - prevents bullet spam lag
Cost: Starts at 15 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Increases base damage by +2 per upgrade. This bonus applies to ALL weapons you equip, making it one of the most valuable upgrades. Stacks multiplicatively with weapon damage.
Cap: Maximum +100 (110 total damage) - prevents one-shotting everything
Cost: Starts at 20 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Increases maximum health by +10 per upgrade. Also increases current health when purchased. More health means more survivability, especially in boss battles.
Cap: Maximum +500 (600 total health) - prevents unkillable tank builds
Cost: Starts at 25 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Increases critical hit chance by +2% per upgrade (caps at 100%). Critical hits deal bonus damage based on your Critical Hit Damage stat. Stacks with Transformation Time Scanner upgrade.
Cap: Maximum 100% - guaranteed critical hits
Cost: Starts at 30 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Increases critical hit damage multiplier by +5% per upgrade (e.g., 2.0x → 2.05x). Works with Critical Hit Chance to dramatically increase damage output. Higher multiplier means more devastating crits!
Cap: Maximum 5.0x multiplier - prevents massive crits from breaking game
Cost: Starts at 35 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Increases shield capacity by +5% per upgrade (caps at 100% bonus). This percentage bonus applies to ALL shields you equip, making high-tier shields even more powerful. Essential for tank builds.
Cost: Starts at 30 tokens, increases by 5 per upgrade
Adds +1 shield regeneration per second per upgrade. This flat bonus stacks with shield's base regen rate, allowing even basic shields to regenerate. Works with all shields that have regeneration.
Cap: Maximum 50/s - prevents invincibility from shield regen
Cost: Starts at 35 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Reduces incoming damage by +1% per upgrade (caps at 50%). This applies to ALL damage sources - enemy bullets, collisions, and boss attacks. Stacks with ship damage resistance bonuses.
Cap: Maximum 50% - prevents becoming invincible
Cost: Starts at 40 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Increases dodge chance by +1% per upgrade (caps at 30%). When you dodge, you take no damage from that attack. Stacks with ship evasion bonuses. Perfect for agile playstyles.
Cap: Maximum 30% - prevents guaranteed dodging
Cost: Starts at 40 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Increases material drop chance by +5% per upgrade. More materials mean faster crafting and more powerful equipment. Stacks with Ensemble Bypass and Individual System Amplifier upgrades.
Cap: Maximum 300% (4x materials) - prevents trivial crafting
Cost: Starts at 25 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Increases token drop rate by +5% per upgrade. More tokens mean more stat upgrades! This creates a positive feedback loop - invest in token drops to get more tokens for other upgrades.
Cap: Maximum 200% (3x tokens) - prevents infinite feedback loop
Cost: Starts at 30 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Reduces the time needed per level by +3% per upgrade (max 40%). Each level normally requires 30 seconds of gameplay. With this upgrade, you'll level up faster, getting more opportunities for upgrades and crafting. At maximum (40% reduction), levels take 18 seconds each (minimum 10 seconds guaranteed).
Cost: Starts at 45 tokens, increases by 7 per upgrade
Increases projectile speed by +10% per upgrade. Faster bullets reach targets quicker, making it easier to hit moving enemies and reducing the time between shooting and dealing damage.
Cap: Maximum +200% (3x speed) - prevents instant hits
Cost: Starts at 20 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Adds +0.5 health regeneration per second per upgrade. Passive health regen allows you to recover between fights without using health packs. Stacks additively - multiple upgrades = faster regen!
Cap: Maximum 10 HP/s - prevents passive healing from being overpowered
Cost: Starts at 30 tokens, increases by 5 per upgrade (logarithmic scaling at high levels)
Purchasable consumable that restores 50 HP when used (press H key). Can be used anytime during gameplay. Store multiple packs for emergency healing during boss battles or tough encounters.
Cost: Starts at 20 tokens, increases by 5 per pack
Physics: Statistical quantum theory cannot provide a complete description of individual systems - the Psi-function describes ensembles, not singular systems. Einstein's Complete Description Matrix completes the QM description for individual systems by providing complete information about individual particles (all definite properties known simultaneously). Unlike QM's statistical approach, this upgrade enables weapons to operate with full individual system knowledge, bypassing uncertainty principle limitations.
Effects: +50% damage to all weapons, +30% fire rate. Significant DPS boost!
Cost: 150/120/100/80/60
Physics: Quantum mechanics can only predict transformation probabilities for ensembles - the Psi-function cannot show exact transformation times for individual radioactive atoms. Einstein's Transformation Time Scanner uses his radioactive atom model where individual atoms have definite decay times. This technology scans and predicts exact transformation times by providing complete descriptions of individual systems, allowing critical hits based on precise timing impossible in standard QM.
Effects: +40% critical hit chance. Critical hits deal 2x damage! Special particle effects on crits.
Cost: 180/150/120/100/80
Physics: Bell's theorem constrains quantum mechanics by showing local hidden variables are impossible - but only for correlated pairs (A and B together). Standard QM upgrades work within ensemble limitations. Einstein's Ensemble Bypass sidesteps ensemble limitations entirely by working with individual systems (A or B alone), not pairs. Since Bell's logic requires measurements on both systems to test correlations, this upgrade avoids Bell's theorem constraints, enabling resource collection and movement speed impossible in standard quantum mechanics.
Effects: +100% resource drops (doubles all materials/credits), +50% movement speed. Excellent for farming!
Cost: 250/200/180/150/120
Physics: Quantum mechanics amplifiers work with ensemble statistics and uncertainty - they can only boost probabilistic properties. Einstein's Individual System Amplifier uses the complete individual system model where all definite properties are known. This ultimate upgrade amplifies individual system properties (damage, fire rate, speed, resource collection) by operating on complete descriptions rather than statistical distributions, achieving power amplification impossible in standard QM where the Psi-function cannot complete the description of individual real situations.
Effects: +75% damage, +75% fire rate, +75% movement speed, +200% resource drops (triples drops!). Massive power spike!
Cost: 300/250/220/200/150 (highest tier)
Bosses appear every 15 levels (Level 15, 30, 45, 60, 75+). Each boss has unique puzzle mechanics that you must solve to defeat them!
Visual: Purple neuron core with 4 red vesicles orbiting around it.
Puzzle: Destroy the 4 red vesicles FIRST, then the neuron core becomes vulnerable.
Strategy: Focus on the orbiting vesicles. They regenerate if you don't destroy them quickly enough. Once all vesicles are gone, the core can be damaged.
Visual: Two twisted helix strands (green and cyan) with a purple core in the center.
Puzzle: Destroy strand 1 (green) first, then strand 2 (cyan), then the core becomes vulnerable.
Strategy: Focus on the green strand first. Once it's destroyed, the cyan strand becomes vulnerable. After both strands are destroyed in order, attack the core!
Visual: Purple core with 4 colored subunits orbiting (red, orange, light orange, gold).
Puzzle: Destroy subunits in ORDER: 1 (dot), 2 (line), 3 (triangle), 4 (square), then the core.
Strategy: Watch for the visual indicators on each subunit. Only the current target can take damage - others will bounce your shots!
Visual: Three concentric layers - outer orange membrane, inner orange membrane, and purple nucleus.
Puzzle: Destroy outer membrane first, then inner membrane, then nucleus.
Strategy: Work from outside in. Each layer must be completely destroyed before the next becomes vulnerable.
Visual: Complex quantum entanglement network with pulsing nodes and connections.
Puzzle: No special puzzle - just massive health and damage. Pure endurance battle!
Strategy: Use your best equipment and upgrades. These bosses are tests of your late-game power!
Important: Touching a boss deals significant damage but won't kill you instantly. Your ship will flash red/orange when in contact with a boss as a warning indicator.
Strategy: Keep your distance! Use your weapons to damage bosses from afar. If you see the red warning effect, move away immediately to avoid taking continuous damage.
Press ESC or L to close
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Press ESC to close
Adjust how fast the cursor moves with the right joystick (100 = slow, 2000 = very fast)
Toggle fullscreen mode for immersive gameplay (Press F11 to toggle - ESC will not exit fullscreen)
Used for the leaderboard. Saved locally.
Limit frame rate to reduce CPU/GPU use on lower-end systems.
Toggle backgrounds/grids; disable for better performance on older systems.
Enable visual particle effects for explosions and impacts
Lower quality reduces particle count and glow for better performance.
Lower quality simplifies Bell pair bonds and endpoints.
Quick presets for effects and FPS cap; adjust to taste afterward.
Enable explosion visual effects when enemies are destroyed
Enable screen shake effects on impacts (may improve performance if disabled)