
Chrono Shift
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.
Good luck — the Core is patient, you are not.
| Published | 3 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Matteo Cordioli |
| Genre | Action, Survival |
| Tags | Arcade, Godot, Incremental, Minimalist, Neon, Roguelite, Score Attack, Singleplayer, Twin Stick Shooter |






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