THE ARCADE
Pixel Panic
Dodge a neon signal storm, skim hazards to build your PANIC multiplier, and risk it all for glitch shards. One hit ends the run.
BOSH! Pong
LIVELive head-to-head Pong against another player. First to 5 takes it — loser buys the next round.
FLUXWAKE
Pilot an inertial salvage craft through a living neon storm. Shatter crystalline threats, orbit their Flux, forge a different build every run, and reclaim the Rift Heart.
CHROMA COURIER
Race a folded-light courier through twelve phase-shifting routes. Weave between SOL and LUNE terrain, collect stamps, bank FLOW, and beat every par time.
DRIFTGRID
Pilot a turbocharged Grid Racer through ten neon test circuits. Drift walls and rivals to build Charge, bank it for a score multiplier or burn it as an Overclock burst, and beat three rivals across three-lap races in the DRIFTGRID Grand Prix.
DOGGER!
Help Pip the neon mutt hop Neon Bark Boulevard, ride canal floaters and claim snack bowls. Treats load the 💩 meter — drop a poo bomb in traffic and chain the spin-outs, dodge pigeon bombers, and BARK the whole street into submission.
VOLTVAULT
Crack VIV's living neon vault on a deeply detailed pinball table: V-O-L-T lanes, a five-target drop bank, twin wireform ramps, a spinner, a captive ball, four pop bumpers, kickback, tilt and nudge. Light the Core for OVERVOLT MULTIBALL, stack the bonus ladder, and chase the leaderboard as the Alarm Level climbs.
NOVAHIVE
Hold the line against fifty waves of a descending alien hive across five sectors. Chain kills for a rising multiplier, erode behind cover, break armoured carapaces and wards, and spend salvage in the refit bay between waves. Every tenth wave is a sector guardian with exposed cores — and the last sector is not fair.
TURBO TUNNEL
Fly a Needle down a collapsing transit tunnel that is accelerating past its own safe limits. Steer around the bore, dive inward under the barriers, shave every closing gate for near misses, and chain them into a Dare Chain before the tunnel finally has you. Seven sectors, six biomes, four major encounters, and a Daily Tunnel everyone on the planet gets to fail at together.
GRAVITY WELLS
You never steer anything. Open temporary gravity wells inside a containment chamber and bend everything already moving through it: curve probes into their gates, sweep orbs through the core, collapse a well to throw a drone into an asteroid. Thirty object types, nine wave families, six major events and a Daily Chamber the whole planet fails at together.