THIS SIMULATION CONTAINS RAPID LIGHT FLASHES, HIGH-CONTRAST NEON EFFECTS, AND SCREEN SHAKE. IF YOU HAVE A HISTORY OF EPILEPSY OR SEIZURES, CONSULT A DOCTOR BEFORE PLAYING.
THIS WILL TERMINATE YOUR CURRENT SESSION AND RESET THE ARENA. CONTINUE?
- POPULATION BUFF: Phase 1 Boss marbles increased to 7 for harder opening phase.
- CINEMATIC POLISH: Extended transition animation duration for floor-break and tower-rise sequences.
- POPULATION NERF: Boss starting population reduced to 5 marbles during Phase 1.
- DYNAMIC SCALING: Population doubles to 10 marbles upon Phase 2 (Demon Tower) ascent.
- PHASE 2: Introduced the "Demon Tower" escalation at 300 Boss HP.
- CINEMATIC TRANSITION: Game-pausing floor break animation with rising tower sequence.
- OVERDRIVE MECHANICS: 5000 HP pool, 5 spinning turrets, and 2 auto-aiming "Horns".
- VISUAL SYNC: High-contrast BossTeam marbles with black ring / white core.
- BOSS MARBLES: Overhauled BossTeam marbles with a "Black-Ring / White-Center" aesthetic.
- VISIBILITY SYNC: Applied high-contrast rendering to both Pachinko and Arena projectiles for improved tracking.
- BOSS VISUALS: Locked BossTeam projectile color to "Tech-Grey" (#94a3b8) for visibility.
- RENDER SYNC: Bypassed default white rendering to ensure high contrast against Boss territory.
- BOSS MAGAZINE: Added a vertical segmented ammo queue next to the Boss core.
- HUD SYNC: Mirrored turret magazine style for tracking Boss firing patterns.
- AoE SCALING: Shock God lightning explosion radius and chain-jump distance now scale with Power Level (up to 300px/200px).
- AUDIO SYNC: Mapped "Lightning Charge" to firing and "Thunder" to chain explosions.
- SHOCK AUDIO: Removed standard impact zaps; mapped "Lightning Charge" to turret fire and "Thunder" to impact.
- SFX SYNC: Explicit registration of God Tier audio clips for the Shock God upgrade path.
- SHOCK MODEL: Re-engineered the Shock God visual as a miniature electrical storm with dynamic arcs.
- CODEX SYNC: Relocated rarity tags to the right side of the Index for improved hierarchy.
- COLOR ADAPTATION: Storm models now adapt their core turbulence to the marble's team color.
- SHOCK GOD: New God Tier upgrade. Impacts release chain-lightning explosions that scale with impact velocity.
- RARITY ENGINE: Implemented weighted spawn logic (God 1, Legendary 5, Epic 15, Rare 30, Common 50).
- SCOPE-BUFFER FIX: Isolated player ammo queues from BossTeam registry to prevent synchronized "Snake" fires.
- FIRING DESYNC: Added randomized jitter and team-specific timing offsets to player turrets to ensure independent behavior.
- STATIC BOSS SHADOW: Replaced rotating arc-shadow with a fixed grey backing plate for better depth.
- BOSS HEALTH UI: Redesigned the raid boss health bar with high-contrast white-on-black scaling and prominent text.
- SHADOW OVERHAUL: Replaced dynamic blur shadows on turrets with solid, layered "Deep-Bevel" shading to eliminate noise.
- PROJECTILE VISIBILITY: Boss projectiles and territory updated to "Tech-Grey" (#94a3b8) for better contrast.
- BOSS RAID: A new 4v1 encounter against the "BossTeam".
- ROTATING CORE: Features a centralized, slowly spinning 4-way turret spindle with 1000 HP.
- WHITE MARBLES: The boss deploys neutral-hostile white projectiles that target all players.
- NEUTRAL COLLISION: Fixed a logic spillover where neutral (black) tiles were being ignored by the 2v2 alliance registry.
- STABILITY: All marbles now correctly interact with neutral territory for capture or reflection.
- 2v2 BATTLE: Introduced a new duo mode. Team 1+3 (Left) vs Team 2+4 (Right).
- SHARED COLORS: Ally bullets now phase through teammate territory, creating a unified frontline strategy.
- COOP PHYSICS: Allied turrets are now immune to teammate projectiles, allowing for dense defensive clusters.
- WARNING TWEAK: The startup seizure warning is now semi-transparent (80% opacity), allowing a preview of the main menu.
- UI POLISH: Applied backdrop-blur to the warning overlay for better legibility against the animated background.
- UI ORGANIZATION: The Sandbox Palette is now divided into three tabs: Spawner, Hybridizer, and Tools.
- WORKFLOW SYNC: Grouped population/turrets, custom building, and arena tools into logical dedicated views.
- TURRET SYNC: Fixed a state-lock issue where the Sandbox Double-Shot toggle would fail to initialize correctly.
- FORCED REGISTRATION: Guaranteed social unlock parity across all sandbox sub-menus.
- PHYSICS-ESCAPE-PULSE: Scythes now detect if they are trapped inside enemy territory.
- MICRO-TELEPORT: If deadlocked for 3+ frames, the unit instantly snaps to the nearest Neutral (black) or Allied tile to remain mobile.
- UNIFIED TARGETING: Scythes now autonomously track both enemy territory and enemy marbles/bullets as a single target class.
- PRIORITY SYNC: Improved hunting vector calculation to favor the absolute nearest enemy entity.
- PRECISION KILLING: Decoupled territory destruction from the Scythe. It now strictly eliminates enemy units (marbles) only.
- ENVIRONMENTAL COLLISION: Scythes now treat enemy territory as solid walls (bounce) while passing through neutral/friendly space.
- CORE HARDENING: Removed Grid-Wrap teleportation. Scythes now hit arena boundaries with 100% rigid-body reflection.
- VOID-CLAW: Redesigned the Reaper Aura into a high-contrast rotating serrated blade visual.
- SCYTHE SPEED: Significant reduction in hunting velocity and steering force. Scythes now 'stalk' enemy territory with calculated precision.
- KINETIC HAND-OFF: Refined velocity transition when Scythe duration expires, ensuring secondary upgrades (like Bouncer) reclaim speed control immediately.
- SCYTHE STEERING: Implemented autonomous hunting vectors. Scythes now aggressively track the nearest enemy territory/marbles with Priority 10 steering.
- CODEX REWRITE: Updated the Info/Codex to fully document Scythe identity, aligned Grid-Wrap (Y-axis teleport), and Destroyer status.
- STABILITY: Optimized the Scythe hunt-refresh rate to 120ms to maintain performance in high-density chaos.
• UNIFIED ORCHESTRATOR: Moved movement priority resolution to the global 'Spawn-Event' trigger. Priorities are now pre-calculated and locked at instantiation.
• GESTURE-GATING: Implemented an input pipeline filter for Sandbox. Touching UI buttons now correctly suppresses arena interactions (placing/painting).
• SCYTHE-BOUNCER SYNC: Guaranteed Scythe priority (10) over Bouncer (5) within the Master Orchestrator logic.
• UNIFIED ORCHESTRATOR: Transitioned movement logic to a centralized priority controller (Scythe 10, Singularity 8, Bouncer 5, Snake 3, Base 1).
• LOGIC HANDOFF: Fixed conflicts where Bouncer physics would override Scythe hunting by enforcing strict priority branching in the physics frame.
• EXPLICIT INCREMENT: Fixed a logic bypass where Bouncers would ignore their tiered bounce limit.
• CLEANUP SYNC: Injected immediate expiration triggers to ensure Bouncers vanish and explode the moment their limit is reached.
• PHASING FILTER: Bouncers now pass through friendly territory freely while treating enemy/neutral tiles as rigid walls.
• VIBRATION FIX: Eliminated the collision feedback loop by removing friendly-territory reflections.
• GROUND-UP REBUILD: Wiped all legacy Bouncer logic. Re-implemented as a Core-Hardened physics class.
• RIGID BODY TILES: All non-zero tiles are now mathematically identical to screen walls for Bouncers. No more phasing.
• POSITIONAL SNAP: Implemented an 1.8x velocity-based positional offset on collision to prevent cluster-trapping.
• Friendly-Surface-Constraint: Bouncer hybrids now strictly ricochet off own team color, preventing phasing.
• Priority Sync: Integrated constraint into the 1-10 priority stack; Scythe-Bouncer hybrids now respect territorial bounds.
• Physical Core: Bouncers now treat friendly territory as solid walls, preventing phasing through own team color.
• Capture Gating: Removed automatic wall-capture for Bouncer marbles; they now only claim tiles via shockwaves.
• Master Controller Fix: Resolved Bouncer phasing bug where overlapping tiles caused velocity-flip cancellation. Added 'Bouncer-Persistence' flag to physics heartbeat.
• Physics State Lock: Implemented Bouncer-Lock persistence. Marbles now strictly maintain reflection mode for their entire lifespan, preventing phasing after the first impact.
• Movement Priority: Implemented 1-10 weighting (Scythe 10, Singularity 8, Bouncer 5, Snake 3) to resolve hybrid movement conflicts.
• Physical Bouncer: Refactored collisions so Bouncer marbles ricochet off tiles like solid walls, preserving momentum while firing shockwaves.
• Collision-Lock: Refined 1-frame capture deceleration to prevent phasing during high-priority state transitions.
• Seizure Warning: Resolved dismissal lock via forced visibility clear and pointerdown injection.
• Bouncer Shockwave: Expanded radii (Lvl 2: 2.5, Lvl 3: 4.5, Lvl 4: 7.5) and increased pulse lifespan for visible capture.
• Stability: Increased territory collision cooldown to 12 frames to eliminate high-speed "rattling" artifacts.
• Bouncer Logic: Re-tuned bounce limits. 0-50 Power now grants 2 base bounces.
• Progressive Scaling: Every 50 Power Level beyond 50 adds +1 bounce (e.g., 51-100 = 3 bounces).
• Hard Cap: Maintains strict 20-bounce maximum to prevent arena stagnation.
• Trajectory Sync: Removed the 180-degree velocity flip on Grid-Wrap teleportation.
• Scythe Fix: Warped units now preserve their exact momentum and angle, preventing the "wrong way" movement bug.
• Shockwave Bounce: Bouncer Lvl 2-4 now triggers a capture shockwave on every wall impact.
• Level Scaling: Lvl 2 (0.5 radius), Lvl 3 (1.0 radius), Lvl 4 (2.0 radius). Lvl 1 remains pure movement.
• Physics Sync: Shockwaves are frame-synced and compatible with all hybrid stacks.
• Pierce-Priority: Collision-Lock now checks for active Piercer health. Units will drill properly while maintaining the lock against walls.
• Mobile Singularity: Fixed capture logic so vacuum fields continue to paint territory as they travel.
• Collision-Lock: Added a 2-frame movement stall for Glitch-Tier units upon capturing a tile.
• Phasing Fix: Resolves issue where Singularity-Bouncer combos would "tunnel" through territory due to high vacuum momentum.
• World-Space HUD: Moved the Glitch-Tier stability timer from the overlay to the marble itself.
• Offset Calibration: HUD now tracks exactly 25px below the marble center for optimal combat visibility.
• Lifespan HUD: Added a real-time stability timer below Glitch-Tier announcements.
• Stability Decay: Units with Power Level 200+ now decay 1.5x faster to prevent infinite map coverage.
• Collision Pipeline Split: Forced Grid-Capture scan to run before Bouncer reflection logic, eliminating the "phasing" bug.
• Phasing Fix: Projectiles now prioritize territory capture at high velocities even after hitting walls.
• Stability: Optimized capture-priority filters to handle high-density territory swaps.
• Singularity Fix: Patched a logic loop where Glitch-Tier Singularities would re-trigger their death pulse indefinitely.
• Performance: Guaranteed unit expiration during Void Collapse transitions.
• Momentum Recovery: Added a 'bounceCooldown' to the Bouncer passive. This prevents marbles from getting stuck in the Force-Stop state when capturing tiles.
• Stability: Optimized collision evaluations to ensure the 100% momentum retention works seamlessly with capture anchors.
• Collision Hardening: Moved Grid-Capture logic to the start of the physics tick.
• Bouncer Cap: Removed 1.2x speed boost on wall hits.
• Mobile Singularity: Black holes now follow the marble. Suction wells only activate on the first contact.
• Frame-Perfect Triggers: Re-synced all hybrid upgrade callbacks to fire on decay signal.
Select a team above, then pick a new color from the grid.
Adjustments are applied in real-time to the active marble simulation. Use lower gravity for longer runs.
Performance may vary depending on PC hardware. Limit FPS if experiencing lag spikes.
Every marble's intensity is multiplied by its Power Level. Accumulate multipliers in the run to increase Bomb Radius, Split Count, Bullet Size, and Velocity.
Pick a tool to start creating
Social stats are updated in real-time from the platform API.