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Protect the Orb header art

Protect the Orb

Your cursor is the weapon. Hold the line against the horde, stack 46 game-warping upgrades into gloriously broken builds — burn, shatter, chain lightning, reshape the map itself — and unlock new cards every run. Bite-sized horde-survival action with endless roguelike replayability.

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About the Game

The crystal stands in the center of the map. Everything else wants it dead. The only thing in the way is your cursor.

YOUR CURSOR IS THE WEAPON

An aura of destruction follows your mouse. Where you point, things die — so where you point is everything. Hold the choke point, or abandon it to smash open a chest across the field. Click to hurl fireballs. Swat enemy projectiles out of the air. Pure mouse, pure positioning, zero filler.

BUILD SOMETHING BROKEN

46 upgrade cards. No build slots. No stacking limits. Freeze enemies and shatter them for quadruple crits. Set one goblin on fire and watch the flame leap corpse to corpse through the horde. Give your arrows poison, your kills chain lightning, your hazard pools a chemistry degree. And when a dark parchment card appears — cursed power, real downside — you'll take it anyway. You know you will.

RESHAPE THE BATTLEFIELD

The map is a build slot too. Grow the acid pools a ring at a time. Raise stone walls into kill corridors. Crack the earth and let new rock erupt around your crystal. Your floor 5 doesn't look like anyone else's floor 5.

A DIFFERENT DESCENT EVERY RUN

Ten hand-built realms — meadows, sewers, a burning village, an arcane library, a throne room, the Hellgate — and every run draws a fresh route through them, with shuffled wave lineups on every floor. Sometimes the wave itself mutates: ELITE INVASION. RANGED AMBUSH. Good luck.

A BESTIARY THAT FIGHTS BACK

40 monster types with their own plans: gold elites that sprint, green ones that split when they die, rose ones that knit themselves back together. Wizards that plant artillery outside your reach. Giants whose footsteps shake your screen. Bosses with names you'll learn to hate.

DIE. UNLOCK. DESCEND.

Every run pays into your legend — even the disasters. Bank score to climb the unlock ladder. Complete feats to reveal the flashy cards. Beat the game, then beat it on Ascension I through V, where the final trophies wait. The collection album fills one silhouette at a time, and it always knows exactly what you should chase next.

FEATURES

- 10–15 minute runs. One more is always possible. One more is always taken.

- 46 stackable upgrades with genuine synergies — builds break the game, on purpose

- 10 realms, drawn into a new route every run

- 40 monster types, elite mutations, screen-shaking giants, destructible enemy projectiles

- Terrain-shaping cards: the map itself is part of your build

- Cursed cards, rare invasion events, smashable loot from slain elites

- Deep meta-progression: score ladder, challenge feats, victory trophies, Ascension I–V

- Endless mode for those who thought the run was over