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Scrapstorm

Pull the wreckage in. Fire it back out. Outlast the storm.

Controls · Hold left mouse to pull, release to fire · WASD to move · Touch supported

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Last run—
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Hold left mouse to pull scrap in · Release to fire · Move with the mouse or WASD

About Scrapstorm

Scrapstorm gives you one button and makes you regret every time you press it. Holding the left mouse opens a magnetic field that drags loose scrap out of the arena and into orbit around you; releasing it fires everything you are carrying. That is the entire control scheme, and it is also the entire problem — because the scrap orbiting your hull is simultaneously your ammunition, your score, and the thing twenty-four rival bots are trying to take off you.

A run lasts a little over three minutes and it is not a loop. Eighteen seconds in, the storm starts closing: seven rings, twenty-six seconds apart, each one shrinking the arena and pushing everyone who is left into the same shrinking circle. Levelling up mid-run hands you one of eight attack modifiers — a spiral spread, a chain arc, an orbiting blade, a railgun charge — and because you only ever see a few of them in one run, the ship you finish with is never the ship you started with.

This is the biggest thing on the site by a distance, and the only game here built on a game engine rather than hand-written from scratch. It is one self-contained file: every texture is drawn by code at load time and every sound is synthesised sample by sample, so there is not a single image or audio file to download.

How to play

  1. Move with the mouse, or with WASD / the arrow keys if you prefer to aim and move separately.
  2. Hold the left mouse button to open your magnetic field. Loose scrap in range is pulled into orbit around your hull, up to your carrying capacity.
  3. Release the button to fire everything in orbit along your aim line. Scrap in flight damages whatever it hits — and can be caught again afterwards by anyone, including you.
  4. Wrecking a rival releases everything it was carrying. Stealing a full load off a late-game bot is the fastest scoring play in the game.
  5. Kills and pickups fill an XP bar. Each level offers an attack modifier or an upgrade to one you already hold; stacking ranks into one modifier is usually stronger than collecting four.
  6. From eighteen seconds the storm closes in seven stages. Outside the ring you take continuous damage, so late runs are fought in a very small circle with everyone still alive.
  7. Three missions are drawn at the start of every run. They pay salvage, which is the currency that unlocks the four alternate cores on the game-over screen.
  8. On touch, drag to move — your field is open while your finger is down and fires when you lift it.

Five tips that actually move your score

  • Do not fly around with a full orbit. Scrap you are carrying is score a bot can take from you, and a full field stops pulling. Fire at something, anything, and start refilling.
  • Fight next to wreckage, not away from it. Firing empties you, and an empty hull with no scrap in reach is the most dangerous place in the arena. Pick your fights where the floor is already littered.
  • Stack one modifier instead of spreading. Rank III Spiral Shot or Chain Arc changes how a fight resolves; four different rank I modifiers mostly just change the colour of the sparks.
  • Chase the combo, not the kill. The multiplier holds for 3.2 seconds and climbs to ×5, so three quick wrecks are worth far more than three careful ones. The scoring is built to punish playing safe.
  • Read the storm timer before you commit. A fight you start eight seconds before a ring closes is a fight you finish outside it. Reposition first, then engage — the ring does more damage than most bots.
  • Spend salvage on a core that changes your opening, not the dearest one. Lancer starts with Spiral I and hits harder but carries two fewer; Warden is tougher and wider but softer-hitting. They are different hands, not better ones.

Frequently asked questions

Is Scrapstorm free?
Yes — free, in the browser, with no account and no download. It is one file and it starts as soon as it loads.
How long is a run?
About three and a half minutes if you survive the whole storm: eighteen seconds of build-up, then seven rings of twenty-six seconds each. Most early runs end well before that.
Does my progress save?
Yes. Salvage, unlocked cores and your best score are stored in your own browser. Nothing is uploaded and there is no account.
What are the cores?
Four alternate starting loadouts bought with salvage. Each opens with a different attack modifier and a different trade-off — more damage for less carrying capacity, more health for less damage, and so on.
Does it work on a phone?
Yes. Drag to move; your magnetic field is open while your finger is down and fires when you lift it. The HUD is laid out down to 320px wide.
Why is this one built on an engine when the rest of the site is not?
Every other game here is hand-written in plain JavaScript, and those pages say so. Scrapstorm is built on Phaser because it needed a renderer that can hold several hundred moving objects at sixty frames a second. Everything you see and hear in it is still generated by code at load time — there are no image or sound files.
Can I get a second chance after dying?
Once per run. The revive button on the game-over screen is free here, and it puts you back in with full health and the area around you cleared.
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