NERMIUS artwork$3100%Positive

NERMIUS

NERMIUS combines sci-fi roguelite bullet hell survival with an incremental clicker mode and colony strategy. Deploy as a Shell, a corporate combat unit, fight alien fauna, collect upgrades, grow stronger, and uncover what Saturn Acme Corp won't tell you.

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Saturn Acme Corp needs you operational.

NERMIUS is a fast-paced roguelite bullet hell survivor, clicker and strategy set in a brutal corporate sci-fi universe. You pilot a Shell — a consciousness-integrated combat unit deployed by SAC to clear hostile planets of anomalous biomass, unknown fauna, and classified threats.

Survive escalating waves. Level up mid-run. Stack dozens of weapons and passives. Reach the boss. Die. Spend credits. Deploy again — stronger.

⬢ CHOOSE YOUR SHELL — 9 distinct shells

Each Shell plays differently. KI-17 "Red Samurai" slashes at close range. MOJO "Heavy Striker" trades speed for armor and lightning. SAA-05 "Void Drone" levitates silently and lets auto-targeting orbs do the work. OMICRON, ENTEROCTOPUS, INAZUMA, PICON, EYE SYNTH and EZO unlock as you progress — each with a unique signature weapon.

⬢ DEPLOYMENT ZONES — hand-crafted hostile worlds

X-01-ETHA — wave-based clearance. Anomalous biomass. First deployment, threat class BETA.

KEPLER-63F — dynamic weather. Survive the frost. Storms roll in every cycle: visibility drops, temperature plummets, and your Shell will freeze solid if you don't reach a heater in time.

DR-COR8 — a quantum rift anomaly spawned by [DATA DELETED]. Will you be able to discover the secret of DR-COR8?

DUSK-116 — permanent twilight, and something in it that hunts by sound.

ASCII WORLD and ASCII WORLD EXO — a glyph-class world where the rendering itself is the threat.

⬢ THE ARENA — DEUS, threat class OMEGA

A quantum gas giant with no solid surface. SAC anchors a combat arena in its upper atmosphere and drops you in.

No waves, no escape — just the floor and what's on it.

Prestige ladder — kill the Silt Tripod boss and reset into a harder run. Enemies gain health and damage, you gain health and damage, and every kill pays more SPX and credits.

It does not stop — the ladder runs far past anything you'll reasonably reach.

⬢ COLONY OPS — take the planet, not just the loot

Protocol 105 was about pulling ore out of a rock. COLONY OPS is about keeping people alive on it.

Real ground — every world is generated: terrain, rivers, lakes, tides, named seas. Where you land decides what you get.

Grow a colony — outpost, colony, province, and finally a single capital that lifts the whole planet's tax.

Seasons and weather — a short year with hemispheres in opposite seasons and a snow line that crawls toward the equator and back. Rain and snow form in drifting cells: it can rain at the equator while it snows at the pole. Dust fronts, ion storms and solar flares cross your sectors and cost you real output.

Armies — infantry, vehicles, aircraft and navy, each from its own building. Ferry troops across straits, besiege settlements, take ground.

Factions — freeholds, raiders and corporate rivals live their own lives, raid each other, and remember what you did to them.

Supply — depots, convoys, roads, and interplanetary lanes between orbital ports.

The nuclear branch — arsenals, warheads, carriers, and a climate that remembers the strike. Enough warheads and there is no world left to colonise.

⬢ PROTOCOL 105 — incremental clicker mode

Mine ore, trade it on the SAC Exchange, blockade planets for your own benefit, and much more. Now spanning two star systems: the Nekuri mines and four new bodies in the Maori system — AKI V50, LX-571, NIZIRU and VS-13951, each with its own cave, its own hazards and its own ore.

⬢ AUTO-PROTOCOL (Idle Mode)

Squad deployment — assemble a team of up to 4 Shells, fit each one with perks, and send them out under SAC command directives. They fight, loot, level up, and clear the maps on their own — you read the mission log and watch it unfold.

Field command — when the lead Shell falls, command transfers to a survivor. SAC keeps a record of who carried the run… and who didn't.

⬢ AUGMENTATION BAY — build a different Shell every run

13 in-run upgrades per level (weapons + passives) — rarities from Common to Quasar

22+ Chest items, including Jackpot rolls and run-defining Quasar weapons

10 meta-progression modules spent with credits between runs — damage, HP, speed, crit, XP, revive, and more

Neural Expansion Matrix, which will affect the passage in an unusual way

Refund any meta upgrade for free — experiment. Every build is a new run.

Consciousness and Shells are one. — SAC Doctrine 7

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