A newborn titan of storms climbs a forbidden peak to reclaim the stolen sky.
A live look at the charge → network → Thunderclap loop.
Drag a line across the living lattice and every sky-beast it crosses lights up with static. Draw swipe after swipe to build a whole charged network — then release it all at once with a single, screen-shaking Thunderclap. The wider the web and the fresher the charge, the harder it lands.
A few swipes each turn spread charge across the board. But the aura bleeds away every turn, and the beasts hit back — patience has a price.
Discharge a small network for safety, or hold for a monster blast and risk the fade. The whole game lives in that one decision.
Each titan swipes the storm differently — a clean line, a wide splash, a fast-fading fury, a deep single strike. Unlock them as you grow.
Pick your path across a branching map of skirmishes, elites, shrines and caches, each reach capped by a warden. After every fight you draft a storm gift that bends how charge behaves, and hunt rule-breaking relics that reshape the entire run. No two climbs are armed the same.
Slow the bleed, jump the arc, splash the clap, echo the blast — stack gifts into a build that's yours for the run.
Rarer artifacts break the rules outright: wider lattices, free opening discharges, thicker auras, harder first strikes.
Every climb, win or lose, yields Voltessence to spend on permanent upgrades that carry into every future run.
The full four-reach climb to the crown of the heavens, and the four wardens between you and the sky.
No summit — the storm keeps rising. Push your build as far as it will go and chase a personal best.
One fixed storm shared by everyone that day. Same map, same beasts — a fair test of nerve and timing.
Fell the beasts and a codex fills in behind you — legends of the fallen sky and a bestiary of everything you've unmade on the way up.