Swarm — guidebook
Survive a five-minute arena run and defeat the boss. You steer a teal ship
through a growing crowd of geometric enemies; firing is automatic. Collect
the mint sparks they leave behind to choose upgrades and make the next
minute manageable.
Start and move
Press Start run. On a keyboard, focus the arena and move with WASD or the
arrow keys. You can move diagonally. On touch screens, press anywhere
inside the arena and drag as if using a thumbstick: the direction and
distance from your first touch determine movement. Lift your finger to
stop.
Shots automatically aim at the nearest enemy. There is no fire button and
no ammunition counter. Your most important decisions are where to move,
which sparks to collect and which upgrades to take.
Health, enemies and sparks
You start with 100 HP. Enemy contact and hostile shots cause damage; a
brief invulnerability window after a hit prevents a whole crowd from
damaging you simultaneously. At zero HP the run ends.
Ordinary chasers arrive from the edges. Faster runners can appear after
1:30, and tougher brutes after 3:00. Enemies become more frequent over
time. Defeated enemies leave mint XP sparks. Move near sparks to attract
them, then collect them to earn XP.
The HUD shows your survival time, HP, level, kills and XP toward the next
level. The first level needs 9 XP; subsequent requirements rise by 4. When
you level up, the arena and clock stop while you choose an upgrade.
Six upgrades
You receive up to three choices from upgrades that are not yet at their
cap. Each upgrade can be chosen five times.
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Power: shot damage gains 25% of its base amount per
level.
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Rapid fire: firing rate gains 15% of its base amount
per level.
-
Footwork: movement speed gains 10% of its base amount
per level.
-
Vitality: maximum HP rises by 20 and you heal 30 HP, up
to the new maximum.
-
Magnet: pickup radius increases by 30 arena units per
level.
-
Multishot: adds one projectile per volley, spreading
additional shots around the main direction.
These percentage bonuses add against the base value; they do not compound.
For example, Power level 2 gives 50% more damage than the starting shot.
Vitality at 50/100 HP produces 80/120 HP.
If a large pickup earns several levels, upgrade choices can follow one
another before play resumes. Once every upgrade is maxed, further levels
heal 20 HP instead of offering another choice.
Boss, victory and overtime
The boss arrives at 4:30 and has a separate health bar. It chases you and
fires aimed projectiles. You must both survive until 5:00 and defeat it.
Killing the boss early does not end the survival period.
If it is still alive at 5:00, the timer changes to Overtime. New ordinary
enemies stop spawning, but enemies already present remain dangerous.
Automatic fire prioritises the boss. The fight continues until you defeat
it or lose your remaining HP; there is no overtime time limit.
Pause, restart and focus
Press Pause, or Space with the arena focused, to stop the run. Resume
continues from the same point. Switching tabs, the window losing focus or
removing the game from the page also pauses active play. Return and
explicitly choose Resume. All simulation clocks stop during pause and
upgrade selection.
Restart asks before replacing an active run and pauses while you decide.
Keeping the run leaves it paused until you resume. After victory or
defeat, Restart returns to the ready screen and Start run begins again.
Runs are not saved. Reloading or closing the page ends the current run.
Opening the guidebook in another tab preserves the open game but may pause
it because focus changed.
A survival playbook
Keep moving toward open space. Wide loops are often safer than tight turns
into the crowd, and corners offer fewer escape routes. Watch the edges
where new enemies arrive.
Collect XP deliberately. Killing enemies without collecting their sparks
leaves your upgrades behind. Magnet helps gather safely; Footwork helps
escape; damage, fire rate and projectiles improve clearing power. Vitality
can rescue a damaged run. There is no single promised winning build.
When the boss arrives, leave room to sidestep its aimed shots. In
overtime, stay alive while automatic fire works on the boss; chasing
leftover XP through a dangerous crowd may be unnecessary.
Browser, installation and offline play
This is a single-player game with original canvas art, no accounts and no
sound. Reduced-motion mode removes decorative glow; enemy, ship and
projectile movement remains necessary for play.
Load the complete standalone game online once. Install uses the
browser's Install app or Add to Home Screen action where available.
On iPhone/iPad Safari use Share, then Add to Home Screen. Browser play
does not require installation. The game and guidebook work offline after
the first complete online load. If embedded, the host site controls
installation.
The full guidebook opens separately and can be printed or saved as PDF
through your browser. Physical-phone performance and installation have not
been verified on a device.
Troubleshooting
If movement keys do nothing, focus the arena and check for a pause or
upgrade choice. If the game stopped after changing tabs, press Resume. On
touch screens, drag from where your finger first landed rather than
tapping a destination.
If the timer reached five minutes without victory, check the boss health
bar. If offline play stops after clearing browser data, load the game
online again.