MAGNETのアートワーク$0.99100%2 user reviews

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Everything metal wants to come to you. Getting it home is the hard part.

Drag your magnet across a scrapyard with your mouse. Bolts, wrenches, keyboards, monitors — anything that enters your field and is light enough for your Power comes flying toward you.

Your cargo fills up. The magnet gets heavy. It gets slow. And before a single dollar is actually yours, you still have to haul everything back to the depot in the middle of the map.

There is no sell button. Selling is a place.

FULL, OR FULLER?

At 100%, the magnet stops. Keep holding the mouse button and you can push it to 125% — but scrap starts spilling out behind you. And spilled scrap is lost money.

Every trip is a small gamble on how much you can carry.

GET STRONGER. LIFT HEAVIER.

Seven permanent upgrades let you build your magnet the way you want: Power, Range, Speed, Cargo, Size, Salvage, and Value.

Power isn't just a stat — it's the key to new areas. Reach 30 kg and the Factory opens. Reach 150 kg and the Rail Yard does too.

THREE YARDS. 25 KINDS OF SCRAP.

The Junkyard pays in bolts. The Factory gives you drills and safes. The Rail Yard is packed with tank cars and locomotives.

The deeper you go, the denser the scrap gets. And the farther you get from the depot, the heavier the ground beneath you becomes.

CHAINS, FRENZIES, AND BOMBS

Keep collecting without stopping and your chain climbs. The tempo picks up. Build enough momentum and Frenzy kicks in, tripling your pull.

Stop, and the chain starts to decay.

And the only completely red thing in the yard is an explosive barrel — it never takes control away from you. It only takes your cargo.

RUN IT BACK

Session bonuses stack as you play. There are 14 bonuses in total, and you choose from three at a time.

Finish a run at the depot and trade them all away for a completely restocked yard. Your money and upgrades stay.

The longer you play, the more valuable that freshly restocked yard becomes — and the bigger the pile you're giving up.

One hand. One mouse. No fail state. No timer. No punishment.

Just a very good magnet and a whole lot of metal.

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