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Beyond Bell: Space Shooter

Accuracy: 100%
Mode: Individual
Targets: 0

Materials

Electrons: 0
Photons: 0
Nuclei: 0
Energy Crystals: 0
Energy Tokens: 0

Theory Panel

Current Mode

Individual System: Your shots hit exactly where you aim. Definite, precise outcomes.

Shooting Mechanics

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.

Controls

Movement & Combat

WASD or Arrow Keys to move

Click or Space to shoot

Mouse to aim (cursor follows mouse)

Weapons

Tab to open/close weapon wheel

Mouse Wheel (in weapon wheel) to navigate

Click weapon in wheel to equip/unequip

Repair System

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

Game Modes

1 Ensemble Mode

2 Individual Mode

3 Bell Pairs Mode

Items & Consumables

H Use health pack

X Use atom split

Menus

ESC Pause / Show all panels

E Equipment/Inventory

L Leaderboard

F11 Toggle fullscreen

💡 Crafting & Shop appear automatically during level-up

Survival

C Activate boost (uses methane)

Boost: +50% speed, +30% damage, invincibility

Other

R Restart game

You've been shrunk to atomic scale! Destroy molecules, collect atomic materials, and escape the scientist's brain!

Score: 0 | Hits: 0 | Misses: 0

Top Score: 0 | Top Level: 1

Crafting Station

Available only during level-up

Weapons

Weapon Upgrades

Ships

Shields

Upgrades

Consumables

Tools

Upgrade Shop

Available only during level-up

Tokens: 0

Neurokeys: 0

Stat Upgrades

Skins & Backgrounds

Equipment Inventory

Press ESC to close

Player Statistics

Weapons

Ships

Shields

Upgrades

Consumables

Tools

📚 Game Tutorial & Guide

Basics
Controls
Game Modes
Survival
Weapons
Ships
Shields
Upgrades
Bosses

Welcome to Beyond Bell!

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.

🎯 Core Gameplay

Objective: Destroy particles, red molecules, and enemies to collect materials and progress through levels.

  • Blue Particles: Primary targets - destroy them instantly to progress (not affected by critical hits)
  • Red Molecules: Destructible molecules - destroy for triple resources! (affected by critical hits and RPG stats)
  • Enemy Ships: Appear in Bell Pairs mode - destroy for materials (affected by critical hits and RPG stats)
  • Bell Pairs: Correlated pairs in Bell mode - destroy instantly (not affected by critical hits)
  • Materials: Collect them to craft weapons, ships, and upgrades

📈 Progression System

As you destroy particles and molecules, you'll gain experience and level up. Each level-up triggers a menu where you can:

  • Craft Items: Use materials to create weapons, ships, shields, and upgrades
  • Buy Upgrades: Spend tokens to permanently improve your stats
  • Equip Items: Press E anytime to equip/unequip your crafted items
💡 Pro Tip: Switch between game modes to collect different materials! Each mode drops different resources.

🎮 Movement & Combat

  • WASD or Arrow Keys - Move your ship
  • Mouse - Aim (cursor follows mouse position)
  • Click or Space - Shoot
  • Tab - Open/close weapon wheel

🎒 Inventory & Menus

  • E - Equipment/Inventory (equip items anytime)
  • ESC - Pause / Show all panels
  • L - Leaderboard

💡 Note: Crafting & Upgrade Shop menus appear automatically during level-up - no need to press keys!

🔧 Special Actions

  • Q (hold) - Show repair selection (requires hammer)
  • Q (tap) - Equip/use hammer tool
  • H - Use health pack
  • X - Use atom split (clears screen)
  • 1/2/3 - Switch game modes

🍽️ Survival System Controls

  • E - Eat food (when in inventory menu, select food and press E)
  • C - Activate boost (uses methane, provides speed and damage boost)
  • R - Restart game (on game over screen)
⚠️ Critical: If your hunger meter reaches 0, you die instantly! Keep it above 0 by eating food regularly.

🔬 Ensemble QM Mode

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

Best For: Farming quantum particles and crystals. Good for early-game material collection.

⚛️ Individual System Mode

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)

Best For: Precise combat, farming energy cores and metal scraps. Recommended for boss battles.

🔗 Bell Pairs Mode

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!

Best For: Token farming! Enemy ships give double tokens. Great for buying upgrades.
💡 Strategy: Switch modes frequently to collect all material types. Bell Pairs mode is especially valuable for token farming!

🍽️ Survival System Overview

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.

⚠️ Critical Warning: If your hunger meter reaches 0, you die instantly! There is no grace period - keep it above 0 at all times.

📉 Hunger Mechanics

  • Hunger Decay: Hunger decreases by 0.5 per second (takes 200 seconds / 3.33 minutes to go from full to empty)
  • Hunger Range: 0-100 (starts at 100)
  • Death Condition: Instant death when hunger reaches 0
  • Visual Indicator: Hunger meter displayed in top-left UI with color coding (green → yellow → red)

🧬 Biological Components

When survival mode is active, destroying molecules drops biological components instead of regular materials:

  • ATP (25%): Energy currency - most common
  • Simple Sugars (30%): Carbohydrates - most common, essential for food crafting
  • Amino Acids (15%): Protein building blocks
  • Fatty Acids (10%): Lipid components
  • Nucleotides (6%): DNA/RNA building blocks
  • Vitamins (6%): Essential micronutrients - needed for balanced meals
  • Minerals (10%): Essential minerals - needed for super food
💡 Tip: Sugars are the most common drop (30%), making them easy to collect for basic food crafting!

🍎 Food Crafting

Craft food items during level-up using biological components. Each food restores different amounts of hunger:

Basic Meal

Cost: 5 ATP, 3 Amino Acids, 2 Sugars

Effect: Restores 20 hunger

Efficiency: 2.0 hunger per component - Good starter food

Protein Bar

Cost: 8 Amino Acids, 4 Sugars

Effect: Restores 35 hunger

Efficiency: 2.92 hunger per component - Best efficiency!

Energy Drink

Cost: 10 ATP, 6 Sugars

Effect: Restores 35 hunger, +5 methane

Efficiency: 2.19 hunger per component - Good for quick energy and methane

Balanced Meal

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

Super Food

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!

Methane Snack

Cost: 3 Sugars, 2 Fatty Acids

Effect: Restores 10 hunger, +10 methane

Efficiency: 2.0 hunger per component - Quick methane boost

⚡ Methane & Boost System

Eating certain foods generates methane (0-100). Methane can be used to activate a powerful boost mode:

  • Boost Activation: Press C to activate boost (requires methane > 0)
  • Boost Effects: +50% movement speed, +30% damage, invincibility (enemy bullets pass through you)
  • Methane Depletion: Methane depletes at 20 per second while boosting (100 methane = 5 seconds of boost)
  • Cooldown: 5 second cooldown after boost ends before you can boost again
  • Food Sources: Energy Drink (+5), Super Food (+15), Methane Snack (+10)
💡 Strategy: Save methane for boss battles or tough encounters. Boost mode makes you invincible and significantly more powerful!

🎮 Using Food

  1. Open inventory menu (press E)
  2. Navigate to the "Consumables" section
  3. Select a food item
  4. Press the "Eat (E)" button or press E while food is selected
  5. Your hunger meter will increase immediately
⚠️ Important: Always keep at least one food item in your inventory for emergencies. Hunger decays continuously, so plan ahead!

🔫 Basic Weapons

Basic Weapon (Starter)

Your starting weapon. Low damage (10) and slow fire rate (0.5/s), but reliable. Good for repairs since it's cheap to craft.

Rapid Weapon (Level 3+)

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.

Spread Weapon (Level 5+)

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).

Laser Weapon (Level 10+)

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.

Automatic Weapon (Level 15+)

Very fast firing (2.0/s) with moderate damage (7). When upgraded to tier 1 (Level 50+), becomes omnidirectional - shoots in 8 directions automatically!

⚡ High-Tier Weapons (Einstein's Physics)

Transformation Predictor (Level 30+)

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)

Deterministic Engine (Level 50+)

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)

Individual System Core (Level 75+)

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)

💡 Weapon Strategy: Combine multiple weapons for increased damage! All equipped weapons contribute their damage to each shot.

🚀 Basic Ships

Basic Ship (Starter)

Balanced starter ship. Speed: 150, Health: 100. Reliable and cheap to repair.

Fast Ship (Early Tier)

Speed demon! Speed: 220, Health: 75. ⚡ Speed Boost bonus (+15% speed). Smaller hitbox makes you harder to hit.

Tank Ship (Mid Tier)

Heavy armor! Speed: 90, Health: 250. 🛡️ Damage Resist bonus (takes less damage). Slower but very durable.

Agile Ship (Late Tier)

Balanced fighter. Speed: 190, Health: 110. ✨ Evasion bonus (better dodging). Diamond shape with smaller hitbox.

⚛️ High-Tier Ships (Einstein's Physics)

Individual Stabilizer (Level 35+)

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

Complete Description Vessel (Level 60+)

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

🛡️ Basic Shields

Basic Shield (Early Tier)

Capacity: 50. No regeneration - breaks when depleted. Cheap and effective for early game.

Reinforced Shield (Mid Tier)

Capacity: 100. No regeneration. Double the protection of basic shield.

Quantum Shield (Late Tier)

Capacity: 150. Regenerates 15/s! The only basic shield that recharges. Excellent for sustained combat.

⚛️ High-Tier Shields (Einstein's Physics)

Ontological Reality (Level 40+)

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

Individual System Barrier (Level 70+)

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

💡 Shield Strategy: Shields regenerate automatically when not taking damage. Quantum-tier and above shields can regenerate even during combat!

⚙️ Basic Upgrades

Targeting Computer

Enables targeting crosshair and aim assist. Helps with precision shooting, especially in Ensemble mode.

Auto Collector

Automatically attracts all material drops to you from anywhere on screen. No more chasing items!

📈 Stat Upgrades (Token-Based RPG System)

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.

⚔️ Combat Stats

⚡ Speed

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)

🔥 Fire Rate

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)

💥 Damage

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)

❤️ Max Health

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)

🎯 Critical Hit Chance

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)

⚔️ Critical Hit Damage

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)

🛡️ Defense Stats

🛡️ Shield Capacity

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

🔋 Shield Regeneration

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)

🛡️ Damage Reduction

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)

✨ Evasion

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)

💰 Economy & Progression

💎 Material Drop Rate

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)

💰 Token Drop Rate

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)

⏱️ Level Time Reduction

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

✨ Quality of Life

🚀 Projectile Speed

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)

💚 Health Regeneration

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)

💉 Consumables

💉 Health Pack

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

⚛️ High-Tier Upgrades (Einstein's Physics - Crafted Items)

Complete Description Matrix (Level 35+)

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

Transformation Time Scanner (Level 40+)

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

Ensemble Bypass (Level 65+)

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

Individual System Amplifier (Level 80+)

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)

💡 Stat Upgrade Strategy: Focus on Damage and Fire Rate early for maximum DPS. Defense stats (Shield Capacity, Damage Reduction, Evasion) become crucial in later levels. Economy upgrades (Material/Token Drop Rate) create positive feedback loops - invest early for long-term gains!
⚖️ Balance Note: All stats have maximum caps to prevent game-breaking builds. Upgrade costs use logarithmic scaling at high levels to keep progression balanced. When a stat is maxed, you'll see "(MAXED)" and tokens will be refunded if you try to upgrade further.
💡 Crafted Upgrade Strategy: Crafted upgrades stack with stat upgrades! You can equip multiple crafted upgrades for cumulative effects. The Individual System Amplifier combined with Ensemble Bypass gives 5x resource drops total!

👾 Boss Battles

Bosses appear every 15 levels (Level 15, 30, 45, 60, 75+). Each boss has unique puzzle mechanics that you must solve to defeat them!

🧠 Boss 1: Neurotransmitter (Level 15)

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.

🧬 Boss 2: DNA Helix (Level 30)

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!

🔬 Boss 3: Protein Complex (Level 45)

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!

🦠 Boss 4: Cell Membrane (Level 60)

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.

⚛️ Advanced Bosses (Level 75+)

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!

⚠️ Boss Mode: During boss battles, all three game modes are combined. You'll see particles, pairs, and red molecules all at once!

⚔️ Boss Collision Mechanics

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.

  • Damage Cooldown: Bosses can only damage you once every 1.5 seconds, giving you time to escape
  • Visual Warning: When touching a boss, your ship glows red/orange with a pulsing border - get away quickly!
  • High Damage: Boss collisions deal 2.5x their normal damage - dangerous but survivable if you react quickly

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.

Leaderboard

Press ESC or L to close

Your scores will be saved with this name

Top Scores

Settings

Press ESC to close

Audio Settings

Gamepad Controls

Adjust how fast the cursor moves with the right joystick (100 = slow, 2000 = very fast)

Display

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.

Visual Effects

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)

WEAPONS

Select Item to Repair (Q + Mouse Wheel)