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 / arrows | turn and thrust (S reverse, ↓ brakes), Q/E strafe, Shift boost |
| Space | nose gun (forward) |
| mouse + left button | aim and fire the turret · Tab toggles aim lock |
| 1 / 2 | cycle each mount through the collected arsenal |
| G | auto-fire, once you salvage a combat computer |
| M | full-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.