A duel fought inside a gravity well. Fly your ship, shove your rivals, and let the dark do the rest. Last one out of the hole wins.
Every player controls a glowing ship floating near a black hole at the center of the arena. The hole is always pulling. You can't destroy anyone directly — instead you push them until gravity finishes the job.
Knock your rivals into the hole. Be the last one still flying.
Surviving a round scores a point for you (or your team). The first to 3 round wins takes the match.
The catch is that the same gravity working for you is working against you. Drift too close while chasing someone and you'll be the one who falls in. The whole game is a balance between pressing the attack and respecting the pull.
The hole doesn't have a single edge — it has zones. The closer you drift, the harder it pulls, and there's a point of no return. Learning to read these bands is the entire skill of the game.
Far from the hole, your thrusters easily overcome gravity. Fly wherever you like.
Closer in, gravity noticeably tugs your trajectory. You can still escape, but you have to aim outward and commit.
Inside the capture ring, the pull equals or beats your engines. Full throttle outward is barely breaking even — a single nudge from a rival here is usually fatal.
Touch the black core and you're gone for the round. The ship bursts and you sit out until the next round begins.
On screen, the faint dashed circles around the hole mark these boundaries. The reddish dashed ring is the capture line — treat it like a cliff edge. The dashed ring around your own ship fills up as your weapon recharges.
Everything is on the keyboard. Your thrusters fire in the direction you press — there's no friction in space, so you'll keep drifting after you let go. Plan your stops. Your ship is a little dart in your team colour, and its nose tells the truth about your flight: while your engines are firing it points the way you're thrusting, and when you let go and coast it swings around to follow the path you're actually flying — so a ship whipping around the hole visibly banks along its curve. Turning is smooth — your dart sweeps through a real rotation toward wherever it's headed instead of snapping between eight directions, and a turning mini-gun rakes its stream across the whole arc, which makes aiming feel natural. At the start of every round a quick reminder flashes on screen: Space → pulse (or mini-gun) and Shift → bomb on the left, the arrow keys for flying on the right.
Arrow keys (or WASD) fire your engines. Momentum carries you; tap against your drift to slow down.
A shockwave that shoves every nearby rival away from you. Needs to recharge between uses.
Drops a stationary mine. Same recharge as the pulse — you pick one or the other each cycle.
On touch devices the game shows on-screen controls automatically, and it plays best in landscape — if you're holding the phone upright, an overlay will ask you to rotate it. A virtual joystick appears wherever your left thumb presses (a knob inside a ring): drag to thrust in any direction — and it's truly any direction: the stick is fully analog, so your ship flies and aims exactly where you point it, at any angle, not just up/down/left/right and the diagonals. That makes the mini-gun noticeably more precise on touch than on a keyboard. The whole right half of the screen is two tap zones — tap the top-right to drop a bomb, the bottom-right to fire a pulse. There are no small buttons to hunt for, so nothing covers the playfield. At the start of every round the two tap quadrants themselves light up — the whole top-right glows yellow for bomb, the whole bottom-right glows purple for pulse, each with an icon and label — so you always know which side does what. During the 3-2-1 countdown the left (joystick) half also lights up with a tap to steer hint, so a first-time player knows where to put their thumb. The game also slips into full screen on your first tap of a match to hide the browser bar — just rotate the phone back to portrait to drop out of full screen. Left-handed? Open Settings (⚙️) and swap the joystick and tap zones to the opposite sides. The on-screen controls never appear on desktop, and they stay clear of the player names and scores along the edges.
Every weapon does the same fundamental thing — apply force to push ships toward the hole — but each plays completely differently. Your primary fire (Space, or the pulse tap zone on mobile) is either the pulse or the mini-gun — you choose which in Settings (⚙️). The bomb (Shift, or the top-right tap zone) is always available on top of whichever you pick. All three draw from the same recharge ring.
Think of the pulse as a reactive jab — great when a rival drifts close to the hole and you want to finish them. The mini-gun trades that one big shove for steady pressure and reach — herd a rival toward the edge with a sustained stream, but respect that a pulse can bat your shots away. The bomb is a trap: place it on the route a rival is likely to take, or between them and their only escape, and let them stumble into it. Whichever primary you run, the bomb is always your second option.
Play online with friends — one person hosts and shares a 4-character code, everyone else joins on their own device, and phones and computers can play together in the same lobby — or play practice solo against AI opponents to learn the physics. In practice the game keeps a running session record of how many matches you've taken versus the bots, shown after each match until you head back to the menu. Either way you choose a format and a player count.
When an online match ends, the results screen offers Return to Lobby (for everyone): the host lands back in the lobby to tweak settings and start another game, and guests wait there, still connected — or hit Back to bow out. When the host hits Start, a quick “Game starting” 3-2-1 plays for everyone before the usual in-match countdown, so nobody gets caught off guard.
Everyone for themselves, 2 to 4 players. The last ship still flying wins the round. With more players the middle gets crowded fast — and a crowd near a black hole is a dangerous place to be.
Two against two. Your teammate's pulses and bombs can still throw you around, so coordinate. The last team with anyone alive wins the round.
When you create an online game you can mark it Public or Private. A private game is reachable only by its 4-character code — share it with whoever you like. A public game also appears in the Browse games list, so anyone can find it and join with a single tap, no code needed. The list shows the host's name, the format, and how many seats are filled; full games can't be joined, and a game quietly drops off the list once the match starts or the host leaves. When you host a public game, a small Lobby status line shows a yellow “listing…” until your game actually appears in the browse list for others, then turns to a green “Available to join” — it can take a few seconds, and that's normal.
Players spawn in the corners, as far from the hole as possible, each in their own color.
In team play, the left side is blue (a regular blue and a lighter sky blue) and the right side is red (a regular red and a softer rose). Player names are listed along the edges of the screen so you always know who's who.
Nobody can hide in the corners forever. The host can arm a timer — 30 seconds, 1, 1.5, or 2 minutes — after which the round snaps straight into sudden death. The instant it triggers, a flashing banner counts down 3 seconds silently — no alarm yet, just the pulsing text so you know it's coming. When the count hits zero, the alarm kicks in and the hole immediately begins growing fast — the safe space collapses quickly until someone gets squeezed in. The flashing and alarm run for the whole squeeze, so the moment you see and hear it, grab the outer edge and line up a finishing shove.
A pulse pushes rivals directly away from you. Line yourself up so that "away from you" means "toward the hole." Approach from the far side and shove inward.
The most common way to lose is chasing a kill straight into the capture zone. Start your escape burn early — by the time you feel the pull, it may already be too late.
The pulse is dramatically stronger up close. A point-blank shove can fling someone across the capture line; the same pulse from across the arena does almost nothing. Don't waste it at range.
The mini-gun's strength is control, not one big hit. Walk a sustained stream into a rival to nudge them toward the edge from a safe distance — and lead your fire, since bullets curve. Just remember a rival's pulse can swat your shots aside.
Drop a bomb between a rival and open space, then herd them into it — or leave one near the hole's edge so any ship shoved that way gets a second push inward.
With 3 or 4 players, hang back at the edge of a scrum. Bodies bouncing off each other near the hole do your work for you — swoop in only to land the finishing pulse.
Bombs throw everyone, you included. Detonate from outside the blast, and never pulse a bomb you're hugging.
A quick reference for everything glowing on the field:
Your weapon recharge. Full + glowing = armed — ready to pulse, fire the mini-gun, or drop a bomb.
The capture line. Cross it and gravity owns you.
Danger warning — that ship is inside the capture zone right now.
A live bomb's fuse, ticking down from 30 seconds.
A pulse firing — the shove happens as it expands.
Each player, colored to match their ship, with their current round-win count next to their name. In Team mode, teammates share a side.
Prefer a brighter screen? Open Settings (⚙️) and choose Dark or Light — it switches the background instantly and works the same on desktop and mobile. The gear sits in the top corner on the menus and in the lobby; it tucks away while a match is in progress so it never covers the action. Right next to it (on desktop) is a full-screen button — click it to fill the screen; a small “press Esc to exit” note flashes briefly and then fades. Like the gear, it's there in the menus and lobby and hidden during play. Both themes are tuned so ships and rings stay readable in either mode. The same panel has separate Music and Sound effects switches, so you can silence the soundtrack, the effects, or both. The game has a full sound layer now — weapon fire, bomb blasts, a countdown with a FIGHT!, a sudden-death alarm, lobby chimes, a menu track and a random gameplay track pulled from a playlist, and two different match-over fanfares — a triumphant one if you won (first place in free-for-all, or on the winning team) and a different one if you didn't. It's mixed so you clearly hear the things that matter to you (your own shots, your charge-ups) plus the big shared moments like explosions and eliminations.
The host can turn on meteors before the match starts. When active, small space rocks periodically sweep across the arena in waves — a volley of rocks pours in from a random corner, announced by an incoming "whoosh" as they enter. A direct hit won't destroy your ship outright, but the impact is enough to knock you off course — and if you're already drifting near the capture ring, that nudge can be fatal.