

Hop across pyramids, paint every cube, and mix drugs for wild synergies in this procedurally generated arcade roguelike. Befriend a depressed clown, call in air support, and survive the comedown. One more run. One more… hit.
Overview
Hop across pyramids, paint every cube, and mix drugs for wild synergies in this procedurally generated arcade roguelike. Befriend a depressed clown, call in air support, and survive the comedown. One more run. One more… hit.
Description
Pyramid Scheme is a procedurally generated arcade roguelike about hopping across a pyramid of cubes, painting every one you land on, and completely losing the plot along the way. Stack relics, mix drugs, and build wild combinations to beat the Cube Lord.
A love letter to the arcade games of the ’80s and ’90s, when a high score earned you bragging rights and three initials at the top of the board.
Paint every cube to clear the floor. Grab pickups along the way and land on event cubes to see what fresh trouble you’ve found.
Take a crack blast and call for air support. Eat bad sashimi without a bathroom nearby? Turn it into an advantage. Befriend a depressed clown. Go dumpster diving for drug paraphernalia. Stack questionable decisions into a winning run.
Every high has a comedown. Go too long without a fix and risk nodding off. Take too much and risk an overdose that ends your run.
Visit a Blood Donation Facility floating in space. Attend Behavioral Therapy under the watchful gaze of a giant eye and an eyeball flower. Discover the bleak majesty of a big-box store parking lot.
The locals don’t want you here: a purple worm, a pink muscle man, a panhandler searching for booze, and a giant grabbing hand.
Survive a floor, collect your chips, and choose one of three prescriptions.
One prescription per patient. No refills.
Your relics stack throughout the run. Find combinations that feed into each other and push the frenzy further.
Between runs, sell secondhand prescriptions out of the back of your car. Collect bennies and spend them on permanent unlocks: new events, relics, pacts, and routes for future runs.
There’s no final boss. No “beating the game.” The floors are procedurally generated, and the goal is simple: set a score worth chasing. Stack synergies, push your luck, and give your next run something to beat.
One more run. One more… hit.
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