The cards
Two kinds of power shape a run. Signatures come to you automatically the moment you evolve, one for every cosmic stage, guaranteed and never picked. The Paths are the choice: three cards at each evolution, take one, and they stack. At LV 8 your world takes its name from the paths you stacked most. Every number below is the game's real value.
Earned automatically, one per evolution
Signatures
The gold cards. You never pick these. Each cosmic stage grants its signature the moment you evolve into it, and they amass across the run. By Living World you carry all seven.
Accretion
SIGNATURE
LV 1Signature · PebbleA passive XP trickle: you keep growing even when you are not eating.
Inertia
SIGNATURE
LV 2Signature · BoulderWeight that shrugs off a blow. Your first toughness arms a shield that turns a lethal hit into half a life.
Gravity
SIGNATURE
LV 3Signature · PlanetesimalGravity well: pull smaller bodies into your orbit.
Molten Core
SIGNATURE
LV 4Signature · ProtoplanetRam a near-equal body fast enough and it breaks instead of you, for a tenth of your mass.
Cleared Orbit
SIGNATURE
LV 5Signature · PlanetMore XP from everything you absorb, for the rest of the run.
Atmosphere
SIGNATURE
LV 6Signature · Ocean WorldAir and water close over a wound: fast bodies burn up on entry, and a fracture costs you less.
Biosphere
SIGNATURE
LV 7Signature · Living WorldA thriving world: everything you absorb teaches you more.
Pick 1 of 3, at every evolution and every level after
Paths
The choice cards. Three appear at every evolution, and again at each level past your final form. The passives stack pick after pick, and a path that reaches its ceiling stops being offered, so a capped card never wastes one of your three slots. Stack a path far enough and it changes how your world behaves as well; the picks line on each card says when. Shepherd is the active: you fire it yourself, to capture a body or to throw a moon.
Sticky Ice
PATH
Eat biggerFrost-coat your shell: absorb bodies above your weight.
Dense Core
PATH
More XPPack your grains tighter: more mass and XP per absorb.
Solar Wind
PATH
FasterRide the stellar breeze: steer harder, drift quicker.
Cohesion
PATH
ShieldBind against impacts: a shield cuts a lethal hit to half a life, then recharges faster each pick.
Shepherd
ACTIVE
LV 3Active · CaptureOrbit a body that shields you and widens your pull.
Level milestones
Milestones
Past Living World the levels keep climbing to LV 10, where the climb holds in this version, and each level brings its own offer. At LV 8 your world awakens, at LV 9 your gravity tears moons off the worlds that hold them, and LV 10 offers Reach, an active skill you fire by holding the Shepherd button.
Reach
SKILL
LV 10ActiveHold the Shepherd button, then let go. Everything near you falls inward, and what fits, you keep.
LV 8, once per run
Your world awakens
At LV 8 your world takes a name from the paths you invested in most. Every Solar Wind, Cohesion, Sticky Ice and Dense Core pick counts one. Shepherd counts one for owning it and one more for every six captures, up to three. A path that leads the next by two or more names the world on its own. Two paths with two or more each make a hybrid named for both, such as Storm and Fortress World, and each half works at 0.6 strength. Anything else wakes a Balanced World.
- Storm World (Solar Wind): burning costs half the mass, burn thrust +15%, skimming +25%, and a skim refunds half your recent burn.
- Fortress World (Cohesion): the shield recharges in 0.7× the time, and a shockwave 1.5× wider breaks out when it goes, even without three picks.
- Orbital World (Shepherd): 3 more moon slots, throw cooldown ×0.6, throws 20% faster.
- Massive World (Dense Core): knockback no longer moves you, bigger bodies pull on you less, and your gravity reaches 1.3× farther and pulls 1.2× harder.
- Accretor World (Sticky Ice): grazing shears bodies twice as fast, even without two picks, and your gravity pulls 1.2× harder, so loose pieces fall toward you.
- Balanced World (no clear lead): burning costs 0.8×, the shield recharges in 0.9× the time, throw cooldown ×0.85, skimming +10%.
Pick your path in a run.