Button Downについて
A tiny survival story in a drawer
You are a button lost in a drawer. You have no weapon to swing. Instead the small things around you fight for you — a paperclip orbiting your body, a thumbtack firing off, a coin ricocheting, a button battery arcing. All you decide is where to stand.The boss ends the run, not a timer
A chapter is the run. Its length, its intensity, and the boss waiting at the end are all fixed — replay a chapter and you get the same fight, so skill is the only thing that changes the result. You do not win by outlasting a clock. You win by putting down the Padlock, the Paper Shredder, the Drafting Compass.
- Drawer — the boss arrives around 14 minutes in. Open from the start.
- Desk Top — about 18 minutes. 1.7x enemy power, 1.6x rewards.
- Pencil Case — about 22 minutes. 2.4x enemy power, 2.2x rewards. Unlocked by clearing Desk Top, or with 500 buttons.
- Challenge — it never ends. A fixed seed means every player fights the same layout, and every three minutes a chapter boss comes calling: the Stapler, the Padlock, the Paper Shredder, the Drafting Compass, then around again. Killing one does not end the run. Whatever you score before you fall goes to a Steam leaderboard.
Everything arrives on a clock
Each kind of trash has its own entry time and ramp, and for elites the period is the tier — one every 3 minutes, one every 8, one every 14. A short run never even meets the 14-minute tier.
Bosses and elites each push you around in their own way.
- Scatter — flings nearby trash outward. The burst itself is harmless, but the bodies land in the lanes you were kiting through.
- Sweep — telegraphs a corridor for 0.7 seconds, then shoves everything inside it one way. One lane empties; the horde piles up at the far end.
- Spin — grabs everything near it and orbits it for 1.6 seconds before releasing along the tangent. You can read where each body will land while it is still going around.
- Ram — throws you along its charge line and cuts your input for 0.6 seconds. Not a slow. No control at all.
Eraser blocks, bottle caps and batteries sit on the floor, so there is no straight line across the arena. Supply chests, candy and magnets drop every 24-36 seconds — and going to fetch one is exactly the moment your safe orbit breaks.Your build caps at 6 + 4
14 weapons, 8 supplies. A run holds 6 weapons and 4 supplies, and once a category is full new items stop appearing in your level-up choices entirely. The question is never what to take. It is what to give up.
- Evolutions — every weapon has one. Max a weapon (Lv.6) while holding its paired supply and the EVO card appears on your next level-up. Thumbtack + magnifier shard = Meteor Tack.
- Six synergies — carry the thumbtack and the button battery together and hits arc to a nearby enemy. Coin + magnet shard, paperclip + magnet shard, rubber band + thread, pencil lead + eraser, and safety pin + glass marble each earn their own name too.
- The button is the character — the skin you equip decides your starting weapon. Thumbtack, needle, pencil lead, coin, glass marble: five different openings.
Between runs there are 6 gear slots — thimble, stamp, badge, wrapper, bread tag, dice. They are tuned to make you slightly better off, not to become a wall you cannot pass without them.What's included
- 3 chapters plus an endless fixed-seed challenge
- 28 enemy types, from dust and crumbs up to scissors and a paper shredder
- 14 weapons (every one has an evolution), 8 supplies, 6 synergies
- 16 achievements
- A Steam leaderboard for the endless challenge
- 14 interface languages
- Controller support — runs and menus alike; anything the mouse can do, the pad can do
- Steam Cloud saves
- No ads. No in-app purchases. No connection required.