Press kit

HEATSINK

A one-thumb arcade shooter for Android and iOS. Heat kills you and multiplies you: 60 stages, 6 bosses, a daily board, no auto-aim and no paywalled retries.

The short version

Why this one is worth a paragraph

Nothing in Heatsink shoots back. The things coming down the corridor are exchange elements, and they are reaching for you to take a portion of you away. The only number that can kill you is the one on your own turret, and it is also the number that pays you.

Fact sheet

The basics

Developer
Structured Cloud Studios
Platforms
Android and iOS
Orientation
Portrait
Engine
Godot 4.7
Release date
To be announced
Price
Free
Languages
English

Press kit in preparation. Email us and we will send assets directly.

press@structuredcloudstudios.com

Description

Copy you may use

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30 words

Heatsink is a one-thumb arcade shooter for Android and iOS about heat you cannot vent. Every shot raises the gauge and the multiplier together. Nothing descending shoots back.

100 words

Heatsink is a portrait arcade shooter for Android and iOS, played with one thumb. You are Charge 41, logged into a thermal plant at 2140 kelvin and scheduled for discharge at 41, 6 sectors down. Holding the trigger raises your heat, and your heat is your score multiplier, so the safe way to play is the poor way to play. A run ends at either edge of the band: quench at the breach line, burn-out at the redline. There is no auto-aim, nothing descending fires back, and retry is free. 60 stages, 6 bosses, 6 weapons, and a daily board everybody plays on the same rack.

Long

You are Charge 41, logged at intake at 2140 kelvin and scheduled for discharge at 41. 6 sectors of one closed thermal cycle stand between those two numbers, and the plant states the whole plan in the first minute. Heatsink is what you do about it: one thumb, portrait, a trigger you hold, and a gauge that climbs the whole time you hold it.

Heat is the only resource and it runs both ways. The multiplier rises with it, so playing cool is playing poor, and a run ends at either edge of the band: quench at the breach line, burn-out at the redline. There is no auto-aim anywhere in the game. Where you touch is what you hit, the barrel swings to your finger on the same touch that fires, and the hitscan weapon shoots along that barrel like everything else.

Nothing descending has ever fired a shot at you. The exchange elements are reaching for you, to take a portion away, and the reading on the wall is lower every time you look at it. 60 authored stages, 6 bosses that each break a different rule of the game around you, 6 weapons, and a daily board everybody plays on the same rack.

Screenshots

Images

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