An unreflected shot cannot kill anything. Place a handful of mirrors, fire once, and let the enemy's own volley solve the board. 144 hand-built stages across a dozen worlds — rotating flip mirrors, portals, half-silvered panes and relay sentries — every par proven minimal by a solver.

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About This Game

A shot that has not reflected cannot kill anything.

That single rule is the whole game. Sentries fire on their own, one round each, and those rounds pass through your core's enemies without leaving a scratch. Bend a shot off a mirror and it turns lethal. That is the only weapon you have, and the stage decides how many you get — never more than five, and on the opening boards exactly one.

Every bounce escalates it. One reflection destroys a target and stops. Two reflections destroy and keep going, straight through whatever is behind it. Three or more and the round detonates across the nine cells around the impact — including your own core, if you routed it badly. The most powerful shot in the game is the one most likely to kill you.

Nothing is hidden and nothing is random. Before you commit, the whole board is readable like a circuit: fixed reflectors you cannot move, prisms that split one round into two, shields that turn a hit into a harmless clink, armour that only yields to a round carrying enough bounces, one-way gates that make the order of a route matter, amplifiers that raise a round's tier without turning it, walls, and shards worth collecting on the way. Place your mirrors, fire once, and watch the answer resolve.

Then the board starts playing back. Flip mirrors re-aim themselves every time a shot reflects — one sentry's volley can set the mirror that decides another's. Portal pairs carry a round across the board with its direction and tier intact. Half-silvered panes reflect a shot and let a copy straight through, so one impact makes two routes. And dormant relay sentries wake the moment a reflected round lands on their receiver, answering with a shot of their own — one placement can become a chain reaction.

The board itself changes shape. A teaching stage is six cells by five, small enough to read at a glance; a late circuit is eleven by nine with room for a route to double back on itself. Nineteen different board sizes across the campaign, each chosen for the puzzle standing on it.

144 hand-built stages, and every one has a proven best answer. The par on each stage is not a designer's guess — a solver proves it is the true minimum number of mirrors before the stage is allowed to ship, and the build fails if it ever stops being true. Clear a stage for one star, clear within par for two, then earn three stars by clearing on the first shot of the stage visit, within par, with every shard collected. Retrying the board does not reset that first-shot condition.

Every stage is solvable from what is already on screen, and the prediction line lets you check a route before you commit to it. When a stage finally opens up, it opened up because you read it.

Features


  • 144 hand-built stages across 12 worlds and 19 board sizes, from 6x5 to 11x9, each with a solver-proven minimum solution
  • Deterministic to the tick — no reaction timing, no hidden rolls, no luck
  • Fixed reflectors, prisms, shields, one-way gates, amplifiers, walls, piercing shots, 3x3 detonations, optional shards
  • Flip mirrors that re-aim on every hit, portal pairs, half-silvered panes that split a shot in two, and relay sentries that answer a reflected hit with a volley of their own
  • Armoured sentries that only break to a round carrying enough bounces, turning the bounce tier from a hazard into a quantity you have to engineer
  • Aim lines show the initial shot and its first mirror reflection; optional full prediction is available in settings
  • Four palettes including three colour-vision options; bounce tiers are encoded by line pattern, not colour alone
  • Reduced-flash mode, screen shake adjustable down to zero, UI scaling
  • Full key rebinding
  • Each board piece explained once, the first time it appears, and re-readable from the pause menu
  • 26 achievements and a records panel for the 8 statistics the game keeps
  • Replay export as readable JSON for sharing solutions
  • Ten interface languages: Japanese, English, Simplified and Traditional Chinese, Korean, German, French, Spanish, Brazilian Portuguese and Russian

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Generative AI tools assisted with pre-generated artwork, including Steam store capsules and library images, and some localization text. The game does not generate AI content during play or connect to external AI services.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: x64 dual-core CPU
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible integrated GPU
    • DirectX: Version 11
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • Memory: 8 GB RAM
    • DirectX: Version 11
    • Storage: 500 MB available space
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