PROTOCOL CORE-1 · SIGNAL STRENGTH 01

NULL|BOUND · THE LAST SIGNAL ·

> You cannot win. You can only last.

ENGINE GODOT 4.6 PLATFORMS PC · MAC · LINUX STATUS EARLY ACCESS DROP 2026
/dev/core1 · boot.log● ONLINE
[00:00:00] OK bootstrap protocol CORE-1
[00:00:01] OK mount /root... 24 sectors discovered
[00:00:02] OK scan cores... 3 detected
[00:00:02] !! integrity check... the Null is listening
[00:00:03] OK element channel [PULSE]
[00:00:03] OK countdown armed 15:00
> drop into /root _

A living digital realm. Can you hold the line?

Top-down bullet-hell where every protocol fights differently and every enemy might drop the charm that changes your run. Read the room, work the elements, dash through the danger, leave with a stash.

01TEMPO

Countdown dungeon crawl

Drop in for 5, 10, or 15 minutes — your call every run. Procedural rooms, a clock that doesn't care, safe rooms that pause it. Push deeper for more loot or pull out clean.

02DANCE

Twin-stick bullet-hell with dash

Every fight is geometry. Read incoming patterns, dash through the gaps, vanish behind cover, and put your own bullets where the enemy isn't looking. Six protocols, six radically different dances.

03RESONANCE

Four elements, four status effects

Pulse stacks Overload until something detonates. Void rots armor. Static arcs through crowds. Flux corrupts enemies into liabilities. Cycle mid-combat with Q.

04LOOT

A looter shooter with real builds

Gear, charms, consumables, deployables, signature items — every kill might roll the part that rewires your run. Rarity from Common to Legendary. The stash carries forward.

05WORLD

A collapsing digital realm

The Quarantine is small and lit. Outside, root is dying. Meet the protocols who survived, the Programmer who still runs the shop, the Archivist piecing together what was lost.

06LEGACY

The campaign survives every death

Five tiers (T1 → T5). Each tier boss drops a signature item that gates the next. Die or time out and CORE-1 reassembles in the Quarantine — gear, charms, and unlocks intact.

ENTER ROOT FIGHT LOOT TIER UP REPEAT

Every drop changes your CORE. New levels, new gear, new protocols, a new signature item from the last boss you cracked. The next run is different because you are.

01

Prepare

Pick a protocol from your unlocked roster. Equip gear, charms, consumables. Stash what doesn't fit.

02

Drop into /root

Enter a procedural dungeon at your current tier. Countdown starts when you do.

03

Fight & loot

Room-to-room bullet-hell. Threat-weighted enemies redirect on decoys. Safe rooms pause the timer — one visit only.

04

Boss & tier up

Clear the tier boss to claim a signature item — your key to the next tier. Die, time out, or win — gear and unlocks persist. Redeploy stronger.

Six weapon classes. Six ways to last.

Every protocol has its own firing mode, active ability, dash, and passive. Four are in the alpha. Two more come after release.

01
CORE-1
STARTER · BALANCED
"Whatever it takes." The last defensive protocol — scrappy, versatile, unremarkable. Flat stats across the board; your loadout and positioning do the talking. Every player gets one on first run.
● SHIPPED
02
Sentinel
TURRET · BARRIER
"Hold the line." Plant a barrier, hunker down, let fire rate ramp. The heaviest protocol — bosses can't push you off your spot.
● SHIPPED
03
Seeker
MELEE · BACKSTAB
"Already behind you." Short-range melee arc with a backstab bonus; Shadow Step dash drops you into invisibility. Glass cannon — kill or die.
● SHIPPED
04
Spectre
SNIPER · TELEPORT
"One shot is all I need." Charge a railgun-grade sniper round; a drone marks the kill zone; Anchor Dash teleports you in and out of a sniper perch.
● SHIPPED
05
Swarm
DRONE · COMMAND
"You don't fight alone." Summon an army of drones to do the killing — paint targets, evade the threats, watch the battlefield dissolve under converging fire.
◌ IN DEVELOPMENT
06
Flux
BEAM · ZONE
"Reality is just a suggestion." Channel the elements and set each sector ablaze. Highest damage ceiling in the roster — beams that melt lines, walls that deny areas, no cushion if you fumble positioning.
◌ IN DEVELOPMENT

Cycle mid-combat. Read the matchup table.

Every damage instance carries an element. Four in rotation, one neutral. Each applies a status effect with its own visual signature.

Neutral
— no effect —
Baseline damage. No bonuses, no penalties. Default for most projectiles.
Pulse
Overload
Warm-gold energy pulses. Stacks Overload — at cap, detonates in a shockwave.
Void
Decay
Collapsing violet. Decay ticks armor and max HP. The Null's own signature.
Static
Arc
Cold blue. Arc chains between targets. Best in rooms with crowd geometry.
Flux
Corrupt
Unstable green. Corrupt turns enemies into liabilities — explosions, splits, redirects.

Screenshots & trailer

Gameplay from Signal Strength 10, Sentinel protocol. Final art in progress — all visuals subject to Null interference.

> dungeon_run.mp401:42 · CORE-1 · LONG RUN
Loadout panel — Sentinel protocol equipped
> loadout.pngLOADOUT · SENTINEL
NullBound main menu
> main_menu.pngMAIN MENU
Dungeon room — mid-run combat
> dungeon_room.pngDUNGEON · MID-RUN
6
Protocols
5
Elements
50
Signal Levels
Dungeon seeds

Early signals.

Playtester quotes from the 0.71 build. Attribute on request. Press contact below.

"I came for Vampire Survivors. I stayed because CORE-1 died with the cores in her hands and I was genuinely upset about it."

— PLAYTESTER · BUILD 0.71.4

"The threat-weighted aggro is the first time a bullet-hell has made me care where my turret is."

— PLAYTESTER · BUILD 0.70

"Cycling to Void mid-combat and watching three enemies decay into nothing — that's the hook."

— PLAYTESTER · BUILD 0.71.2
Press page [email protected]
SIGNAL DETECTED

The Null is closer than you think.

Wishlist on Steam. We'll ping you when the countdown starts.

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Steam · Coming 2026 · Early Access
TWEAKSv0.1