Element Decay
Fuse it. Deliver it. Before it rots.
Game Play ›·Story ›
Arrows / WASD / swipe.
Space = wait (3× a move). H = AI help. N = new.
M = music. F = sound.
How to play
- New here? Game Play at the top shows the basics in six short screens.
- Slide tiles. Two of the same fuse into the next one up: H → He → C → O → Ne → Si → Fe.
- Every tile has a clock (the small number). Each move ticks it down. At 0 the tile decays one step down and gets a new clock. Fusing gives a fresh clock. Heavy elements decay fastest.
- H at 0 turns into Lead (Pb). Lead can't fuse. Two Leads that bump cancel out. Lead also crumbles on its own after 10 moves.
- The ⚛ reactor is the bottom-right cell. Land what it wants (or better) there and it's delivered: you get ⚡ and points. One step too small just sits there and blocks the reactor until you move it. Two or more steps too small gets burned: a little ⚡ back, no points. Lead there gets recycled for +3⚡.
- Meltdown clock. The reactor must be fed. The ⏱ on it counts down every move (Wait too). A delivery resets it. Hit 0 and you lose 25⚡.
- Rot costs. When a built tile (He or bigger) rots a step, you lose 1⚡. A messy board bleeds you.
- Phases. Every few deliveries the reactor wants a heavier element. The fuel that drops gets heavier too, moves cost more ⚡, the meltdown clock gets shorter, and your energy tank shrinks. Phases 2 and 3 give +10⚡. Nothing after that.
- Past Sentinel. After Outpost 08 the numbers stop climbing: every station to Earth has Sentinel’s (5⚡ per move, clock 6, tank 50, Pb 15%). Outposts 12, 16 and 20 are scours: on arrival every Lead tile leaves the board and your tank fills. Earth is Outpost 24: reach it and the run ends as a win.
- Streak. Back-to-back deliveries multiply points: ×1.25, ×1.5, ×1.75, then ×2. Burning a tile or waiting resets it.
- Every move costs ⚡ (see the counter). Wait (⏳) costs 3× a move, ticks every clock including meltdown, spawns nothing. Hit 0⚡ and the run is over.
- Big elements pay big, but their clocks run fast. Plan the exit before you fuse.
- Outposts. Each phase is an outpost on the Fracture Vector. A briefing pops up when you reach one (Enter or Space to proceed; the Outpost button shows it again). Reaching Outpost 08, Space Station Sentinel, completes the mission. Earth is Outpost 24, the end of the chart. The Story link at the top has the short version of why you are out here.
- AI help. The ✦ AI help button (or H) scans the board, thinks two moves ahead over every possible drop, and marks the block to move with a blue neon ring and an arrow for the direction. Free to use. It clears on your next move.
- Sound and music. Toggle and set each under the pad. M = music, F = sound. Nothing plays until your first tap; that is a browser rule.
| Phase | Wants | Fuel drops | Per move | ⏱ Clock | Tank | Starts at |
|---|---|---|---|---|---|---|
| 1 | C | H He | 1⚡ | 10 | 80 | start |
| 2 | O | H He C | 1⚡ | 9 | 90 | 3 delivered |
| 3 | Ne | He C O | 2⚡ | 11 | 80 | 7 delivered |
| 4 | Si | C O Ne | 3⚡ | 9 | 70 | 12 delivered |
| 5 | Fe | O Ne Si + Pb 5% | 3⚡ | 9 | 60 | 18 delivered |
| 6 | Fe | O Ne Si + Pb 10% | 4⚡ | 8 | 60 | 24 delivered |
| 7 | Fe | O Ne Si + Pb 15% | 5⚡ | 7 | 50 | 30 delivered |
| 8 | Fe | O Ne Si + Pb 15% | 5⚡ | 6 | 50 | 36 delivered |
| 9–23 | Fe | same as 8 | 5⚡ | 6 | 50 | every 6 |
| 24 | Earth · 132 delivered · the run ends, a win | |||||
| Deliver | C | O | Ne | Si | Fe |
|---|---|---|---|---|---|
| Energy | +10 | +14 | +22 | +30 | +40 |
| Points | 100 | 300 | 800 | 2000 | 5000 |