You write the while(1) loop that fights for you. Assemble code-edits into an auto-battling program, descend a crashing OS from /tmp to the kernel, and debug your build every run. No two compiles are the same. Debug your code. Try one more time.

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About This Game

You write the loop that fights for you.

In SIGABRT, fighting is programming. You build a while(1) loop out of code instructions, and it runs top to bottom every turn, fighting on its own. Winning means writing a better loop: pick the right edits, compile a build that lasts, and get deep enough to reach the kernel of a machine that's crashing around you.

Write the loop

Every edit is one line of code. Attack, block, overclock, malloc, reflect, leech. You arrange them and the interpreter runs the program for you. A forecast shows the next iteration before you lock it in, so winning comes down to how you build, not how fast you react. Change a single line and the whole battle plays out differently.

No run compiles the same

Every descent builds a new operating system to fall through, with room-clustered districts, hazards, and enemy castes that punish different builds. You draft edits and salvage relics into archetypes that actually play differently: heal-heavy, block walls, glass cannons, drain, or self-rewriting loops. What you end up with is never the same twice.

Descend a dying machine

You fall from /tmp through /proc, /dev, /net, and /var, down to /kernel. Nobody stops to explain any of it. The story is in the fragments you read and the districts you cross, and every boss you reach is a build that failed before you did. Somewhere at the bottom is a goodbye that was never finished. You are the newest attempt to get there.

Then leave for the Net

Compile a function and the endgame opens up: the Net. It's a boss rush against procedurally generated enemies, fought with a deck built entirely from the functions you've banked. It ends at a final boss you cannot kill, the Halting Problem, where the goal is to last as long as your build can and post a personal best.

Features

  • Programming as combat. You build a while(1) that fights on its own, and a forecast lets you plan each turn instead of gambling on it.

  • Roguelike deckbuilding. A deep pool of code edits, relics, and events, with six build archetypes that are all worth playing.

  • A procedurally generated OS. New districts, mazes, hazards, and enemy castes on every run.

  • Six biomes and a hidden endgame. Descend from /tmp to /kernel, then head out into the Net.

  • Four playable characters. Each starts with a different loadout, and you earn the next one by winning a run rather than grinding for it.

  • Drawn entirely in code. Every enemy and effect is rendered procedurally. No stock art, no asset packs.

  • Play it your way. Reduce motion, remap the controls, scale the UI, and set volume per channel.

Debug your code. Try one more time.

AI Generated Content Disclosure

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

The in-game music and soundtrack are created using Suno (generative AI). All visual art is produced procedurally through code. Development used an AI coding assistant (Claude), which is a development-efficiency tool; it does not generate any content live at runtime. No generative AI runs during gameplay.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3-capable GPU (modern integrated graphics are fine)
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 (64-bit)
    • Processor: Quad-core
    • Memory: 8 GB RAM
    • Graphics: Any dedicated GPU
    • Storage: 500 MB available space
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