Swing it. Throw it. Bank it before it's gone.
A magnetic breaker head on a cable, and one thumb to run it. Everything you smash rides loose in the void until you reel it in — and every layer deeper is worth more than the last.
The entire game lives under one thumb. There is nothing to aim with, nothing to upgrade mid-run, and no second stick.
Press anywhere to catch the head. If you were carrying loose cargo, this is the moment it banks — and how fast the head was travelling decides whether it pays plain, CLEAN, or PERFECT.
Catch quality ×1.0 / ×1.5 / ×2.0Draw circles with your thumb to wind the head up. Speed builds with every turn and bleeds away the moment you stop — the cable tightens, the head brightens, and the throw gets heavier.
Wind-up is skill, not a meter you fillLet go and the head flies, smashing ore on contact and dragging the cable behind it. Chain ore links to its neighbours and detonates in sequence; volatile ore scatters everything you were carrying.
Everything smashed is loose until bankedClearing a layer stops the run to ask one question. EXTRACT banks everything and ends it. DESCEND takes you deeper at a higher multiplier — and every descent offers two routes, each of which costs you something.
Launch from the station, work the seam, decide at the boundary, and bring back what you can hold.
Station
The Seam
Extract or Descend
Run Summary
Workshop
Modules turn up in crates and fit into a three-bay rig. Common ones widen your margins; the three legendary modules only appear in specific crates.