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Power Banks

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A small maintenance craft approaches the lit service hatch of a stranded relay ship. Its towering mast and two drives are dark.

Chapter 01

Service Deck

Restore the stranded relay ship.

WASD / arrows or drag to moveDrag and hold to move

Start a new run?

This replaces your current run. Your best score stays.

Jump to a stage

Stage tests start with three lives. Your saved run and best score stay untouched. Tests are not saved.

Bait. Lock. Dodge.

Charge every bank to restore each location.

WASD / arrows or drag to move P / Esc to pauseDrag and hold to move. Lift to stop.

  1. 01 Line up

    For straight chargers, put yourself between the charger and a bank.

  2. 02 Stop to lock

    Stop briefly. A solid gold ring means the aim is locked.

  3. 03 Dodge sideways

    Move off the line. Let the charge hit the bank.

Bent chargers

Move until the bent barrel’s dotted shot path crosses a bank, then stop to lock. You stand beside its firing line. The gold ring still commits that path.

Keep moving too long and chargers lock anyway. A dotted amber ring warns you.

Scoring, protection & your run

Linked reserves

A cable carries unused energy from a bank’s completing hit into its partner. Longer finishing shots can charge both; collection disconnects the link.

Green discharge

Green minus-marked shots drain a little stored bank charge. Empty banks absorb them harmlessly; they still hurt your craft. Refilled charge restores the bank without awarding the same points twice.

Useful energy earns points

Longer flights deliver more energy and more points for the charge deposited. Only distance after launch counts. Walls earn nothing.

Full banks leave the field and join your rack, opening new routes. Small cells need less energy than large reserves.

Three lives, one shield

Lost lives leave your score and bank charge intact.

Shield moduleCollect a module to block one hit. Its ring shows how long you have to collect it. Shields carry between levels, but do not stack.

While shielded, collecting a bank can reveal a small +100 energy cell. Take the detour for points; it does not change your shield or fill banks.

Violet power

Violet chargers and violet banks share a forked socket. Matching violet current gives full charge; ordinary current still gives half. Plain banks accept either current at full strength. All chargers use the same stop, lock and dodge controls.

Directional couplers

Draw shots into the lit ends for full power. Armored sides take a quarter as much. Keep using movement to line up the shot, stop to lock, then dodge.

Deck sockets

Inside the harvester, one charger returns through a pair of recessed sockets. It uses the farther clear socket. Follow its usual aim trace, stop to lock, then dodge; empty sockets are safe to cross.

Every twenty banks

A full rack restores one lost life, or earns 1,000 points at full health. Your shield stays unchanged. The rack rolls over; collected totals and full-pack markers remain.

Your run, on this browser

The journey spans 23 locations, from the stranded relay ship to Shore Infirmary. Your score, lives and collected banks carry between them. Restoring the infirmary completes the story and saves your earned result; Replay from Level 1 starts a fresh journey.

Your unfinished run and best score stay in this browser. Return to continue paused, or choose New run. After defeat, your last result and fresh-attempt choices are kept here too. R also starts a new run.