Smash crystals. Each energy orb is a shard for your haul, worth more in a combo, and charges the rift. Each layer also has a contract: fulfil it for bonus shards and an upgrade.
Once the rift is charged, jump in to dive a depth deeper: shards pay ×1.5, ×2, ×3… Every dive also earns an upgrade, picked with 1, 2 or 3 on the way down. Or climb the spire to the green lift and bank your haul.
The plasma rises and the Sentinels wake as you take more. If your suit fails, you keep only what your salvage beacon saves.
Sentinels: Seekers wind up and dash, Lancers aim before they fire (smash a bolt to send it back), Mites leap in swarms, and Wardens only crack to charged smashes, blasts and falling rock. Grapple a Sentinel to yank it in. A combo of 21 sets off overdrive: every smash a crater. Golden caches hold prizes and weapons you own. Blocks that lose their support fall and crush what they land on, for double energy. Spend banked shards in the armory on weapons and suit upgrades.
Every orb they burst into is a shard in your haul, and charges the rift.
Jump into the charged rift to reach the next depth. Every depth multiplies your haul: ×1.5, ×2, ×3… and earns an upgrade.
Climb the spire and ride the green lift out to keep your haul. Spend it in the armory on new gear.
⚠ The plasma rises and Sentinels hunt you. If your suit fails, you lose most of what you carry. The deeper you go, the more you risk.
This game needs a mouse and keyboard. Open it on a computer to play.