LINEFIRE

A CRT-glow vector shoot'em up: 16 hand-drawn stages, destructible rock, and — past the final boss — an endless one-way Rift played for score. Right here in the browser.

Click the game to give it the keyboard · open full screen (recommended on a phone)

Pre-alpha: desktop browsers run smoothly; mobile Safari can still run out of memory during a long session — a fix is waiting on a stable Ebitengine release.

Touch — two thumbs

Left thumb — steering: touch anywhere on the left half and push where you want to go; the ship turns there and thrusts while the stick is deflected.

Right thumb — fire: hold to shoot the nose gun straight ahead; sweep past a short distance and it becomes the turret stick — the drag direction aims, and it fires for as long as the finger is down.

Tap the top-left corner to pause. On the title and game-over screens, any tap continues.

Keyboard

WASD / arrowsturn and thrust (S reverse, ↓ brakes), Q/E strafe, Shift boost
Spacenose gun (forward)
mouse + left buttonaim and fire the turret · Tab toggles aim lock
1 / 2cycle each mount through the collected arsenal
Gauto-fire, once you salvage a combat computer
Mfull-screen automap · Esc pause

About

The world is destructible: shots dig through rock, and digging past a map's edge warps into a fresh procedural screen. Clear a room and its exit opens. Kill the final boss and a portal tears open where it fell — a one-way trap into The Rift, an endless chain of harder and harder screens, until death. The counter says ENEMIES; at zero, move on.

Written in Go with Ebitengine; everything on screen is vectors with a CRT bloom, and all sound effects are synthesized at runtime. Source at github.com/crgimenes/linefire.