HEATSINK hakkında
One gauge. No health bar, no ammo, no timer.
Fast shooters all need an engine that forbids waiting. This one uses
thermodynamics. Your core heats up when you fire, and the only heat sink in the
game is the air moving over your body.
The consequence needs no tutorial: take cover to shoot in peace, and you melt in
eight seconds.
The ground is where you burn
Walking doesn't cool you. Sprinting doesn't cool you. [b]Standing on solid ground
dissipates nothing at all[/b] — and the faster you fly, the harder you cool.
Every weapon's recoil is a thruster. The starter pistol pushes back exactly as
hard as gravity pulls, so holding the trigger holds your altitude. You do not
shoot [i]and[/i] move. Shooting [b]is[/b] moving.
The red zone pays
Damage scales with your own temperature. At 92% you hit nearly twice as hard, so
the whole economy of the game pushes you to the edge of an explosion and keeps
you there. Overheat and you spend a cycle. Spend your last one, and the core
melts.
Three ways to play
- LA DESCENTE — the campaign. Five sectors, five rooms each, a boss at
the bottom of every one, and an ending. Each boss makes one rule compulsory that
the rest of the game only rewards: the red zone, flight, weapon rotation, a
deliberate overload. Learn one, and the next one sends you back to school.
- LA COULÉE — endless waves, one arena, one score.
- LA VOLÉE — twelve movement courses, no enemies at all. A launch pad, a
void, a gate and a clock. Two ways to lose: the void, and your own core.
And a foundry between runs
Ingots earned in a run buy permanent upgrades — and every one of them can be
refunded at any time, in full. A meta-progression you can permanently get
wrong is a trap, not a system of choices.
Six weapons. Twenty-two species. Five bosses.