Hits everything in a short radius.
Move one piece. Pick where the spark starts. Then watch the chain do the rest.



Before each shot you can move one piece. Drag it where the chain needs it, or press Reset and pick another.

Tap anywhere in the arena to choose where the ignition starts. Drag from an empty spot to fine-tune it.

The reaction does the rest. Every five pieces in the chain raise the multiplier.
3 charges per level. Reach the target to win, pick an upgrade, and look out for golden catalysts that change the rules. Lose, and you replay the same level.
Shapes, not just colours, tell the pieces apart. New ones arrive galaxy by galaxy.
Hits everything in a short radius.
Four rays of limited reach. Walls stop them.
Links to the three nearest pieces, in a wider radius.
Needs two hits from different sources, or two shots.
Blocks like a wall, then shatters on the first hit and opens the way.
New in galaxy 1Golden rings in pairs: hit one and its partner explodes across the arena.
New in galaxy 2Sends out two pulses: the second goes through the path the first one opened.
New in galaxy 3Copies whatever destroyed it: an explosion, a ray, a link or a pulse.
New in galaxy 4Fires a long beam the way it was hit, like a billiard ball.
New in galaxy 5While it stands, the pieces inside its circle take no hits.
New in galaxy 6
Galaxies of 25 levels, each with new pieces, its own upgrades and a Core waiting at the end. Earn up to three stars per level and restart from stations.

A giant board, the same for everyone today, comes down towards you. Every shot pushes the rows down and new pieces come in. Three attempts a day, then copy your result and share it.

The pure roguelite run: twelve rounds, upgrades that stack, and no checkpoints to fall back on.
It blocks everything while alive, you can’t fire on top of it, and it grows stronger with your upgrades.

Each different piece, ray or portal that hits it in a shot takes 1 HP. If it survives the shot, it regenerates.
A ring of crystals that grows back after every shot. Pulsars are the key.
Jumps to another corner of the arena after every shot it survives.
Swallows the nearest pieces and gains 1 HP for each. Don’t leave it food.
Shield generators make it untouchable. Take them down first.
Watch one only if you want a reward: an extra charge, new upgrade options or another Daily Abyss attempt.
Ads between levels only after you’ve won 12 levels. Never in your first minutes, never mid-shot, never in the Daily Abyss.
A one-time No ads purchase removes them and gives you rewards without watching.
Nothing you can buy gives you an advantage in the Daily Abyss.
Coming to Google Play · January 2027