Left stick moves. Right stick aims your main weapon. The rest of your arsenal auto-fires and auto-targets. Level up, build a loadout of drones, and hold the line against five big bosses.
Free, on iOS & Apple TV. Requires the TestFlight app, the link above adds you automatically, no invite needed.
Move with WASD or arrows. Weapons fire themselves. Collect gems, level up, survive. (Loads a WebAssembly build. Give it a moment.)
The two halves of the genre, done together: the immediate, one-thumb control of Vampire Survivors with the transformative build-craft of Nova Drift.
Left stick moves. Right stick aims your main weapon. Your other weapons auto-fire and auto-target. Instant to pick up, deep to master.
Upgrades don't just add numbers. Mods change how weapons behave, and evolutions transform them entirely. Two runs play completely differently.
A deterministic, data-oriented core renders thousands of enemies and projectiles at a stable frame rate. Built for the densities a long run reaches.
Four things, over and over, while the horde gets denser. Everything else is the build you grow into.
One stick, full 360°. Every weapon aims and fires itself. You only ever decide where to be.
Each weapon carries an element. Hit an enemy to build an aura, then hit it with a second, different element to set off a reaction.
Dead enemies drop XP gems. Bank enough and you pick an upgrade: a flat stat boost, or a transformative mod that changes how your elements behave.
Contact is death. Spawns escalate the longer you last. See how far the build you stumble into can carry you.
Every weapon carries an element. Hit an enemy to coat it with an aura. Hit it again with a different element and set off a reaction burst. That's the engine the whole game runs on.
Fire + Lightning = Plasma. Cold + Lightning = Superconduct. Fire + Void = Collapse. Poison + Void = Blight Implosion.
Ten named reactions and all their tuning live in the open Balance Bible.
Nothing in the loadout is aimed by hand. Each weapon carries an element, so what you pick up decides which reactions you can trigger. Pour upgrades into one and pair it with a transformative mod, and it evolves into a dramatically stronger form. The glyphs match what each weapon looks like on the field.
Your starting weapon. A simple, rapid auto-shooter that fires at the nearest enemy on a short cooldown, no fuss, steady damage while you build into the rest of the arsenal.
Sweeps a short arc at whatever is closest, no aiming and no cooldown to speak of. Evolves into the Tempest, a full 360° whirlwind.
An instant forked strike that zaps the nearest enemy. Lightning lays down shock, so the target takes more from every other hit. Upgrades it to chain through a whole cluster.
Erupts around you on a timer. Fire leaves a burn that ticks damage across everything caught in the blast.
Three shards circle you with no cooldown, dealing constant contact damage and coating enemies in a cold aura.
A piercing line that locks to your nearest target and cuts through the whole row standing behind it.
A deployed turret that fires kinetic rounds on its own. Pure impact with no element, just steady pressure on the pack. Upgrade it to a whole battery.
A scattergun that fires a fan of pellets at the nearest enemy, shredding anything clustered in front of you. Evolves into the Fusillade, a dense focused wall of shots.
A slow, heavy swing that cuts a percentage of the target's max HP, ignoring armour entirely, the equalizer against anything heavily plated. Evolves into Reaping, a full 360° sweep that hits twice as hard.
Drops a pool of poison at your feet that ticks damage on anything standing in it. Stand your ground and let the swarm walk into it. Evolves into Overflowing, bigger and longer-lasting pools.
A piercing lance that always targets the farthest enemy in range, not the nearest, and marks it to take more damage from everything else. Evolves into Prism Lance, splitting into a second beam on impact.
Ignites the nearest enemy, and after a beat the ignition spreads to everything standing near it, chaining outward through a cluster. Evolves into Firestorm, leaving burning ground behind every chain.
Builds a stack every time you take a hit, then discharges a damaging ring around you once it stacks up, scaled off your own health, turning getting hit into a weapon. Evolves into Hemorrhage, adding a bleed that scales with enemy health.
Fires a burst at the nearest enemy, and the faster you're moving when it fires, the harder and quicker it hits, rewarding staying mobile over turtling. Evolves into Overdrive, a bigger burst plus a speed boost while charged.
Drops a stasis field that slows everything inside it, movement, fire rate, even their own shots, by half. Deals no damage of its own, pure crowd control for the rest of your build to capitalise on. Evolves into Stopwatch, which also fully freezes one dangerous target.
Strikes the ground under whichever enemy has covered the most distance recently, leaving an electrified patch behind, punishing anything trying to outrun your build. Evolves into Storm Front, chaining every third strike to nearby fast movers.
Twenty-five enemy types so far, each one a different problem to solve, with five bosses in their own section below. Each glyph matches its real in-game silhouette and colour, drawn at roughly its real relative size, so tanks, elites and brutes are visibly bigger.
The horde itself. Weak alone, lethal in a wall. Drifts straight at you and dies in a hit or two.
6 HP · fastSlow and steady. Fires a spreading fan of homing missiles instead of fighting you directly, so it's a priority to kill before the missiles pile up.
13 HPHangs back and fires red bolts at you. Punishes standing still and keeps you moving through the pack.
6 HP · rangedKill it and it breaks into two swarmers. Clear a cluster of these and the screen briefly gets worse.
10 HP · splits ×2Fast, armoured, and hits like a truck. It charges along a telegraphed line then lunges, so you can read it and dodge. Big danger and big XP.
12 HP · 6 armourSmall and fast, it darts in and lays a web trail that slows you. Cross several strands and you crawl, so they box you in for the rest of the pack.
5 HP · lays websHolds mid-range, strafes around you and fires aimed shots like a thinking opponent. Bring it down and it drops a power-up.
38 HP · drops a power-upA slow, huge wall of HP that turns up from mid-game on. Heavily armoured and hits hard on contact, it soaks punishment while the swarm closes in around it. Never arrives alone.
60 HP · 8 armourNever pauses between charges. No telegraph, no recovery, it just closes the gap again and again until it or you is dead.
20 HP · relentlessThe fastest thing on the field. Darts in and fires lightning bolts, then pulls back. Hard to pin down, dangerous in clusters.
8 HP · lightning fastFires a fan of blood pellets at you, covering a wide arc. Punishes clustering in front of it and keeps the blood element in play at range.
11 HP · 1 armour · pellet fanSlow and deliberate. Lobs a telegraphed fire AoE that you can see coming, but it herds you into worse positions while the rest of the field closes in.
22 HP · 2 armour · fire AoERings of cold shards orbit its body as it walks toward you. The shards deal contact damage independently of the body, so the safe gap to approach through is thin.
16 HP · 6 armour · orbiting shardsSlow-moving but fires a telegraphed light beam-line that cuts straight through whatever is in the way. The tell is brief, learn to read it.
15 HP · 3 armour · beam shotDrifts in slowly, flashes a silhouette where it is about to appear, then teleports straight onto you to strike. Running doesn't break the lock, so you have to read the tell and sidestep.
18 HP · teleportsStarts modest and grows bigger, faster and harder-hitting the longer it stays alive. Ignore it and it becomes a wall, so it forces a priority kill before it gets out of hand.
38 HP · grows over timeSummoners launch these in a spreading fan. They home in with a limited turn rate, so you can out-curve one by cutting across its path, and they are killable if you would rather shoot them down.
8 HP · homing · killableA colourless armoured sentry that takes on whichever element rules the dimension it's guarding, same silhouette, different threat depending on where you meet it. Hangs back and fires at range.
14 HP · 2 armour · rangedA long chain of small segments that all share a single health pool. Chip away at any part of it and the whole thing weakens together.
8 HP total · segmentedDoesn't fight itself, it just sits there sharpening every enemy near it. Leave it up and the whole pack gets meaner. High HP, zero threat alone.
260 HP · stationary · buffs nearby enemiesFast and fragile, but every hit has a coin-flip chance to phase it out of existence for a moment, untargetable, so finishing one off can take longer than its HP suggests.
12 HP · phases on hitTethers itself to the nearest packmate and buffs the whole chain, including knockback immunity, so pulling one out of formation is the only way to weaken the group.
8 HP · pack tetherLatches onto you on contact and drains your health to heal itself. It doesn't let go on its own, only a knockback breaks the latch.
18 HP · latches on contactOrbits at a fixed radius that keeps tightening the longer it survives. Hit it and the radius resets, so ignoring it lets it close in fast.
12 HP · tightening orbitA true kiter. It flees the moment you close in, capped turn rate and all, while firing a slowing bolt back at you to keep the gap open.
50 HP · flees + slows youA survival run rotates through all five. Each one telegraphs its attacks fairly, and each enrages once you drop it below 40% health, coming at you faster and fiercer for the kill.
The first boss. It closes in and telegraphs a melee Swing arc, a radial Barrage of shots, homing Missiles, and a rotating Spiral. Enraged, it speeds up and throws extra spiral arms.
3600 HP · enrages at 40%Picks one of five attacks at random each cycle: a sweeping Cutter beam that keeps accelerating, Artillery that arcs up and rains shrapnel, expanding Shockwave rings with a gap to slip through, a line-telegraphed Charge slam, and a Summon wave of adds.
3400 HP · enrages at 40%A zone-flooding clown. It paints the arena with growing fuchsia pools that burn you, alternates a slow drift with sudden dashes, spits out one-hit jester minions, and bursts confetti where it lands. Its body swells as its health falls.
4000 HP · floods damage zonesGravity and darkness. It fires radial volleys of dark blobs with safe lanes between them, telegraphs a pull that drags you toward it (stronger the more health it loses), and keeps satellites orbiting its core. Below 40% it collapses into a pull-then-shove singularity.
4500 HP · pulls you inPredictive sight. Its lasers lead your movement, aiming where you are going rather than where you are, with a warning window that shrinks as it weakens but never drops below a fair minimum. It blinks around the arena edge, fans out extra beams below half health, and lines up a lazy off-screen dash for huge damage.
3000 HP · leads your movementThe browser demo is a snapshot. The real game, on your iPhone or Apple TV, is where Dark Cosmos actually lives, full performance, full controller support, and every build as it ships. Tap the link, install TestFlight if you don't have it, and you're in. No invite, no waitlist.
Join the TestFlight Beta →Every weapon, enemy, mod, and elemental reaction in this game is designed and tuned in a live web tool, with computed DPS, time-to-kill, and the full reaction matrix. It's public. Poke at the numbers.
Open the Balance Bible →Built on a fully deterministic core. Each run is reproducible, tested, and ready for what comes next.