SUPERBOLTのアートワーク$4.9995%好評

スクリーンショット

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You start as a spark a few centimetres wide. You end erasing galaxies.

SUPERBOLT is an incremental game about one gesture: charge the bolt, release it, watch things break. Around that gesture, seven worlds. Each one is a jump in scale, and each one adds a rule the last one didn't have.

ONE STRIKE, A CHAIN REACTION

The field is packed with nodes. Hold the charge and your strike doesn't stop where it lands: it races from node to node in a cascade, and a live counter shows how far it runs. A quick tap just hits. A held charge starts the reaction. Your automatons don't fire for you: they prime nodes, and your next strike sets them off in a chain.

A CORE IN EVERY WORLD

When a world's bar fills, its core descends to the centre of the field. It pulses, and a ring shows how much it has left. The next world only opens once it falls. Break it by hand, or let your automatons wear it down.

SEVEN WORLDS, ONE LADDER OF SCALE

From a workbench spark (centimetres) to an arc, a storm, a planetary tempest, a solar flare, a pulsar, and finally a gamma-ray burst measured in megaparsecs. The crossing between worlds isn't a menu. You ride it.

A NEW RULE EVERY WORLD

THE RUPTURE. Strike a cracked node by hand: it bursts. THE CHAINS. The bolt jumps from node to node. THE LEECH. The leech steals 22% of your Charge while it stands: kill it first. THE RESONANCE. Strike on the beat, keep the rhythm. THE ALIGNMENT. The beam sweeps: strike what it lights. THE SATURATION. The screen whitens as the end comes. THE SUPERBOLT. Keep holding past a full bar until the white gauge fills, then let the superbolt go. THE STORM. Six full-bar strikes fill the storm gauge: the storm breaks, and the field fills with more nodes, faster. THE SCAR. Every bolt leaves a trace on the ground. Nodes that cross it get bitten.

COLLAPSE. RETURN STRONGER.

When your universe has nothing left to give, collapse it. Ions fund a constellation of permanent stars across three branches (Lightning, Memory, Storm), and every new run starts faster, hits harder, goes further.

MUSIC AND SCENERY FOR EVERY WORLD

Seven worlds, seven pieces of music, plus a theme for the menu and one for the ending, and every world has its own scenery. The sound runs low and warm: rolling thunder, soft clicks. Your numbers sit on dark plates and stay readable over any sky, and when the whole field lights up, the light is held in check: a big chain reaction no longer floods the screen with white.

MADE TO BE 100%ED

47 achievements, five named challenge runs (SILENCE, GLASS, GREED, MONOCHORD, NIGHT) with permanent rewards, a journal that tracks every perk you've ever held, and a speedrun feat for the bold.

RESPECTS YOUR TIME

No ads, no microtransactions, no waiting walls. Sessions of five minutes or five hours both move you forward.

ACCESSIBILITY

At first launch, a photosensitivity notice lets you choose between two buttons: play with reduced flashing, or play normally. You can change your mind at any time in the settings. Reduced flashing caps how often and how brightly the screen flashes, removes the freeze-frames on big hits, and softens the white-out at the end of the game. This game contains flashing lights.

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