Response 07: health pickups

The interface has a stronger neon treatment throughout. Repair cells spawn away from the craft, stay visible on the global map and expire after sixteen seconds. Fly over a + cell to restore one health point. Health is capped at three; full-repair cells are left for later.

Tests cover collection by movement, full-health retention, the three-health cap, single use, collection across the heart join, expiry, upgrade pauses, round clearing and no resurrection. A separate random stream keeps pickup spawning from changing the existing wave sequence or chemistry.

Generation 04: on the heart

Ship, waves, cutters and emitters now share a curved 3D heart surface. The view follows the ship and the surface map shows the far side. Longitude wraps; the tips bound the playable region. The simulation runs in surface-chart coordinates rather than using a geometric surface Laplacian.

Additional checks cover seam closure, wrapped movement, wave propagation and cutter/target consistency across the join. Existing progression and difficulty checks still pass. Browser checks used the software 3D renderer because WebGL was unavailable in the test browser.

← Back to Surge

GENERATION 03 · 26 OCTOBER 2026

A complete run.
A reason to move.

Surge now has five 30-second encounters followed by a final battle. Within each round the field evolves through fixed Barkley reaction–diffusion equations. Between rounds all excitation, recovery, effects and pending warnings are cleared. Changes to the game come from excitation geometry, source timing, cutter choices and objectives. Bloom drift has been removed from the main game.

The run

TimeEncounterChallenge
00:00First contactIsolated expanding fronts and safe wakes.
00:30Break the wallCut through a line-generated advancing front.
01:00Between two frontsNavigate opposing fronts.
01:30Cross currentsNavigate staggered arrivals from several directions.
02:00Silence the sourcesDisable two optional emitters.
02:30 onwardsThe last threeDisable all three final emitters to complete the run.

One health point is restored at each encounter transition and for each emitter disabled, up to three. Surviving alone does not finish the final battle. Survival points stop increasing at the final battle; the completion bonus rewards quicker source removal and remaining health.

Difficulty and power-ups

Easy offers a power-up every 10 seconds of run time, Medium every 30, and Hard every 60. Choice screens pause both timers. The first choice selects a cutter, the second refines it. All subsequent choices stack faster cycling (12%), extra reach (4 units) or extra width (1 unit) and repair one health point. Limits are 0.09 seconds minimum between pulses, 50 reach and 12 width. Power-ups continue in the final battle. Records are separate per difficulty.

Three cutters, three refinements

Lance has a long, narrow beam. Fan trades range for width. Double pulse fires twice in quick succession, followed by a longer recovery. At the second upgrade, choose faster cycling, extra reach with reduced width, or extra width with reduced beam length. All nine specialised combinations preserve a gap between the player and the suppression beam, preventing a permanent shield under the ship.

Generation 03 checks

Exact recurring schedules for all three difficulties, paused choices, stacked upgrades and limits, clean fields and warning cancellation at every round transition, practice jump scheduling and preservation of the unprotected player position were checked automatically. The ship and laser changes are visual; beam suppression still uses the same capsule geometry. Earlier functional checks below refer to Generation 02 where timing differs.

Earlier checks

What remains to playtest

Difficulty and enjoyment still require human feedback. Simple idle and repetitive movement policies fail early; that does not establish that the opening is well balanced. The standalone boss test establishes that the objective can be completed through ordinary game inputs, not that the full scored run is easy or optimally paced.

The boss layout is fixed, so repeated seed values are not independent boss scenarios. The numerical solver is deliberately coarse and has not undergone convergence verification. Touch controls are implemented but have not been tested on a physical phone or tablet.

Practice and records

Practice offers unlimited lives, direct access to every encounter and the initial cutter-choice screens. It never changes the personal-best record. The game stores the best score locally in your browser, with no external analytics added by the game. Sound effects are optional and start muted.

Model

Barkley excitable medium on a 160 × 104 grid. Fixed a = 0.75, b = 0.025, epsilon = 0.04, activator diffusion 1, spatial step 1, Euler step 0.025. Four chemical steps advance per 60 Hz game tick. Outer grid edges are absorbing. The cutter clears excitation and raises recovery to at least 0.9 within its beam. This is an excitable reaction–diffusion game, rather than a classical stationary Turing pattern.