Charge 41, logged at intake
Hold the trigger.
Heat is what kills you, and what multiplies you.
6 sectors of a machine built to take your temperature. One thumb. No auto-aim. Nothing down there shoots back: they are reaching for you.
Android and iOS. Portrait. 60 stages, 6 bosses, 6 weapons, and a daily board everybody plays on the same rack.
The pressure
One input, 3 consequences
Heat is not a system with a name and a bar. It is the one variable the entire game is made of, and every decision you make is about it.
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01
One variable, felt everywhere
Heat is not a bar in the corner. It is the colour of your barrel, the pitch of the whine under the music, the shake in your hand and the red creeping in from the edges of the screen. Past 55% the whole machine starts pulsing at 26 Hz, so you feel the danger zone before you look at it.
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02
What kills you is what pays you
Your multiplier is your heat, so playing cool is playing poor. Every run is the same negotiation: one more second on the trigger, one more row of points, with the redline coming up and no way to un-hold a button you have already held too long.
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03
Nothing aims for you
Where you touch is what you hit. The barrel swings to your finger on the same touch that pulls the trigger and follows it while you drag. No assist, no snap, no soft targeting, because a beam that finds its own target is auto-aim wearing a different hat.
The shipping numbers
Hold until
holding is frightening
Your multiplier is your heat. That is the whole game and it is not a metaphor: the rates below are the ones the build runs on, and this gauge runs on them too. Hold it past the top and it will take the run off you.
- Heat gain
- +29% per second
- Cooling
- 44% per second
- Cooling delay
- 160 ms
- Multiplier
- 1.0 + heat x 3.0
Thermal load0%
Multiplierx1.0
The rack
6 weapons, 6 arguments with one gauge
You carry 2 and swap between them mid-run for a flat 8% of heat. The swap costs, and the gauge does not reset when you make it. Choosing a pair is choosing which kind of trouble you would rather be in at 90%.
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WPN-01
Repeater
Sustained fire, sustained heat. The baseline everything else is measured against.
Flat rate. Heat climbs the whole time you hold, and stops the instant you let go.
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WPN-02
Scattergun
Short bursts, long cools. Rhythmic rather than sustained.
A large spike per shot and a slow cadence. You pay up front, then ride the gap down.
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WPN-03
Beam
The tension is duration, not frequency.
Heat accelerates the longer you hold. So does damage. Every extra second is worth more and costs more.
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WPN-04
Coilgun
Releasing is the attack.
Charges while held, discharges on release. No heat while charging, all of it at once when you let go.
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WPN-05
Returner
Every round banks from the top and cuts a second line back.
Hold to launch saw rounds. Releasing stops the stream, and rounds already in flight return on their own while the gauge cools.
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WPN-06
Vent Cannon
Turn a hot gauge into pressure blasts that tear through formations.
Spends heat to fire, and is dead below 25%. Hotter shells vent a wider blast, then contract as the tank cools.
Field captures
The current build, untouched
6 native 1080 by 1920 frames straight out of the game. No mocked HUD, no landscape crop, no PC build: every silhouette, projectile and instrument you see is drawn by the same build you would install.
The schedule
One corridor, photographed at 6 points
Every sector is the same cycle further along, and the reading on the wall is lower every time you look at it. The last 3 are on the schedule too. What happens in them is not for a website.
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01
Intake
Where the charge is logged. Mass: one. 9 stages, and a shield that does not want to be shot in the face.
2140K
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02
Pump House
The whole zone runs on a 2.4 second beat. The waves, the field, the score and the boss shutter all share it, and the elements do not descend so much as lurch.
1608K
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03
Counterflow
Pressure without a beat. A faster world, and something in it that chokes your cooling while you are trying to use it.
1102K
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04
Replication Bay(redacted)Redacted.
806K
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05
Ignition Stack(redacted)Redacted.
388K
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06
Cryogenic Exchange(redacted)Redacted.
41K
The plant publishes its schedule at intake and then meets it, exactly, 6 times.
Thermal Control
The only voice in the game
Charge 41 logged at intake. Mass: one. Scheduled discharge: 41 K, at the exchange. 6 stages. Shed on schedule.
It states the plan before you have fired a shot, and then it does exactly what it said it would do. The reading falls, sector by sector, precisely on schedule.
You do not cool.
What is in it
The whole game, and none of it for sale twice
Mobile arcade players assume the worst about a free shooter and they are usually right. Here is the list, including the parts that are usually the catch.
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60 authored stages
Across 6 sectors, plus 6 boss fights that each break a different rule of the game around you.
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9 enemy types, none of which shoot
Every one of them is trying to reach you. What they take is heat, position or time.
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6 weapons, 10 modules, 5 upgrade lines
Modules are offered 3 at a time at the start of every stage. The run you get is the run you built.
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Endless mode on a daily seed
Fixed upgrade rack, no bench mods, 2 weapons dealt from the date on a 15 day rotation. Everyone plays the same machine on the same day, which is the only condition under which a board means anything.
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No account, no login
The daily board works the moment you open it.
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Retry is free and instant
Always, and it always was. No energy meter, no timer, no paywalled continue. Nothing is withheld to be sold back to you.
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One-handed portrait
Built for a thumb, on the train, with the other hand full.
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Reduced motion never changes difficulty
Same spawn rates, same heat, same board. The setting takes away movement, never information.
HEATSINK. Android and iOS.
One thumb. One variable. 6 stages of a machine that has already scheduled your discharge.
Store pages open closer to launch. Nothing on this site is a pre-order and nothing here takes a payment.
Get notified at launch.
Android and iOS. One message when Heatsink has a date, one when it is out, and nothing in between.