// TEMPORAL REASSEMBLY NODE — ONLINE
CHRONO‑SHIFT
Your countdown is your life, your time and your currency.

You drop into the Core with 60 seconds on the clock. That number is the only thing you have. It is your health bar — enemies take chunks out of it. It is your ammo — every shot, dash and shockwave is paid for in seconds. It is your wallet — whatever you are still holding when it runs out gets converted into fragments you spend on the upgrade tree.

So every single decision is the same decision: is this worth the time? Dashing out of a corner costs 2 seconds. Clearing the room with a pulse costs 5. Standing still costs 1 per second and gets you killed. There is no safe option, only cheaper ones.

THE LOOP

Enter the Core → harvest fragments → outlive the countdown → get extracted → spend everything on the talent tree → go back in a little less fragile.

CONTROLS

WASD / Arrows Move free
Left Mouse Chrono‑Shot — fire towards the cursor −1.00 s
Right Mouse Chrono‑Pulse — shockwave that shatters everything close −5.00 s
Space Chrono‑Dash — brief invulnerability −2.00 s
Esc Abort the sequence and bank what you carry free

Every cost above drops as you invest in the tree — the fully upgraded shot costs a quarter of a second.

THE CENTRAL UNIT

Between runs you spend fragments on a tree of 22 nodes across five branches — and you cannot read the whole thing from the start. Nodes one step beyond your reach show up as encrypted silhouettes; anything further away is not even drawn. The tree opens up one purchase at a time.

  • TIME — a bigger starting countdown, softer hits, time back for every kill
  • PULSE — cheaper, wider, deadlier shockwaves
  • HARVEST — magnetism, fragments that refund seconds, richer extraction
  • CONTROL — suppress each enemy type's spawn rate individually, or slow the waves down entirely
  • ARMAMENT — cheaper rounds, faster fire, piercing damage, multi‑shot fans

Two capstones sit where branches meet and need parents from both sides.

Built in Godot 4.7. There is not a single drawn asset in the game: every enemy, projectile, particle and interface element is generated at runtime from polygons, lines and glow. Progress is saved automatically between runs, in your browser too.

Fonts: Rajdhani by Indian Type Foundry and Share Tech Mono by Carrois Type Design, both under the SIL Open Font License 1.1.
Good luck — the Core is patient, you are not.

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