◆ MECHANIC 1 — POLARITY (READ THIS FIRST)
Your mask carries a charge: ⊕ POSITIVE or
⊖ NEGATIVE. Flip it any time with R or the on-screen POLARITY pad — your
whole visor tints to match. Every piece of salvage wears a coloured ring and a + or − sign.
- OPPOSITE charge = ATTRACTION → the beam rips it in fast and it pays ×2, plus +1 bonus chain.
- SAME charge = REPULSION → a tiny payout and the part is shoved away, locked for 0.6s.
- Walking into loot ignores polarity — the mechanic only ever rewards you, never punishes you.
- Flip mid-combo to keep every single grab an ATTRACTION. That is where the huge scores live.
◆ MECHANIC 2 — ARC STORMS
The reactor leaks lightning. A red ring and a light column mark a spot on the grating for
1.45 seconds, then a bolt lands there. Standing in it costs a fuse. Standing just outside it
(3.6–7 m) pays a GRAZE BONUS. Deeper sectors storm harder and strike in groups — keep moving.
◆ AIMING IN 10 SECONDS
The reticle IS your cursor — the system pointer is hidden, so
where you point is exactly where you hit. When the reticle touches a part a 3D ring
snaps around it and the brackets flare: that ring is the true grab radius, so click and that exact part
flies to you. HOLD the button and sweep to vacuum a whole rack — the ring hops part to part.
◆ THE JOB
You are a line-walker in an insulated arc mask, working the inside of a planet-scale Tesla reactor that
is slowly going critical. Aim and fire the grapple arc to rip charge cells, plasma prisms and coolant out of
the busways into your pack. Fill the cell quota before reactor stability hits zero. Every 5th sector
an ARC TITAN wakes on the armature — grab Grounding Rods and drive them into its core.
5 fuses per shift.
◆ CONTROLS
DESKTOP
MOUSE aim · DRAG look
LEFT CLICK grab · HOLD = auto-repeat
W/↑ forward · S/↓ back
A/← step LEFT · D/→ step RIGHT
Q turn left · E turn right
R FLIP POLARITY
SPACE jump (clears EMP rings)
SHIFT arc dash (parries bolts)
F EMP surge · L FPS mouse-lock
ESC/P pause · M mute
MOBILE / TOUCH
◉ TAP a part = ring + GRAB it
◉ HOLD + drag = sweep and vacuum
◉ Left stick = walk
◉ ⊕ POLARITY pad = flip charge (bottom-left on desktop)
◉ ▲ JUMP = hop the EMP rings
◉ GRAB = grapple arc (hold to chain)
◉ DASH = burst + parry + i-frames
◉ EMP = pulls parts, shoves hazards
◉ ❚❚ left edge = pause / restart / map
◆ STABILITY IS YOUR TIMER
The reactor is losing coherence. Stability drains constantly and the only way to buy more is to keep working:
every charge cell adds a fraction of a second and a Coolant Canister dumps +6s straight back in — keep
collecting and you can stay inside almost forever. Hit zero and the sector melts down: you lose a fuse and re-run the
same sector with your haul intact.
◆ SALVAGE & HAZARDS
CHARGE CELLBase value · counts toward the quota · +0.35s stability · POLARISED
PLASMA PRISM≈3.6× value · not part of the quota · POLARISED
COOLANT CANISTERHuge value + +6s stability · POLARISED
FARADAY CAGE ⛨Absorbs one hit · stacks to 3
OVERCLOCK »+65% run speed for 9s
AMPLIFIER ×2Value ×2 (then ×3) for 12s
SPARE FUSE ♥+1 fuse (max 7)
RESONATOR ✦+5 chain and extends the chain timer
GROUNDING ROD ⏚Titan sectors only — grab to damage the boss · POLARISED
ARC MINE ✖Touch = −1 fuse. BEAM IT = DISCHARGE for big points · POLARISED
HUNTER SPARK ☠Stalks you. Dash through it or beam it apart · POLARISED
◆ VOLT CHAIN (COMBO)
- Anything banked within 4.5 s of the last grows your CHAIN: ×1 → ×2 (5) → ×3 (10) → ×5 (20) → ×8 (35) → ×12 (60+).
- ATTRACTION (opposite polarity) pays ×2 and adds +1 bonus chain.
- BEAM BONUS: cord-pulling a part pays +25% over walking into it.
- DISCHARGE an Arc Mine with the beam for a massive risk payout.
- PARRY a titan bolt by dashing into it — big points plus real boss damage.
- GRAZE an arc strike for free money. Bravery is a scoring stat here.
- Sector clear pays a stability bonus (seconds left × 2,500 × sector), a no-damage bonus and an attraction bonus.
- Titan bounty = sector × 60,000. Values scale with depth, so deep sectors print millions.
◆ ARC TITAN TACTICS
- The armature colossus spins above the core: lightning volleys, expanding EMP rings along the floor (JUMP them or dash through) and summoned hunters.
- Only Grounding Rods hurt it — grab one and it grounds itself into the core.
- Rods keep respawning, so the fight can never become unwinnable.
- Below 50% it OVERCHARGES: faster volleys, double rings, more spawns, heavier storms.
◆ WORLD RANKING
After a shift, enter your line-walker name and flag — your haul enters the Global Top 100 (saved on this
device, merged with the worldwide crew list). Beat rank #100 to qualify.
◆ YOU CAN NEVER GET STUCK
- Edge chevrons always point at the nearest cell / rod / titan.
- The reactor auto-refills if salvage ever runs low.
- ESC/P (or ❚❚) any time: RESUME · RESTART SECTOR · CHANGE MASK · FPS MOUSE · REACTOR MAP · HELP · END SHIFT.
- Internal watchdogs recover automatically from a lost frame or a stuck transition.