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A vector dungeon on a monochrome tube, lit by three subtractive colour gels. Drop a gel and half the room stops existing: a wall you cannot see is not solid, an enemy you cannot see is frozen and cannot be shot. The colour channel is the collision layer, so sight and physics never drift.

Turn-based tactics on pure elastic billiard physics. One impulse per turn, then everything collides: your pieces, theirs, the furniture. You don't aim at an enemy, you aim at a chain. The sim is fully deterministic, so every turn is a geometry problem — knowable, not lucky.

First-person mech combat where everything is made of lines of light. 100 missions in open battlefields, inside Battlecruisers and Dreadnoughts, and out in deep space! 10 Mega Mech bosses and a salvage economy that pays for every piece of hardware you rip from your dying opponents.