UPDATEDArcade
Chunklord
Your square shoots on its own. All you do is dodge, hoover shards, and draft yourself into a monster.
What it is
auto-shooter, you only dodge
Your amber square auto-fires at the nearest enemy within 900px on a half-second timer, so the only things you control are where you stand and what you draft. Kills shatter into chunks of the enemy's colour and drop shards that level you; every level is a pick of three from 17 upgrades, four of which are weapons that fight on their own (two on timers, a ring of blades and a frost aura) and evolve once maxed. In a normal run a Chunk Warden is due every 60 seconds, and each new one adds 62% of the first one's health, plus another 25% for every minute you have lasted. Only one is ever alive: if the last is still standing when the next is due, it enrages instead, and the next walks in 60 seconds after it dies.
How to play
Controls, then the numbers that matter
Dash is 0.3s of invulnerability on a 1.5s cooldown — go straight through a charger's orange lock-on line instead of trying to outrun it. The line locks at wind-up, so it always misses if you move.
A Warden takes turns between a 14-bullet ring and SLAM; from the second Warden on, a two-armed spiral joins in. SLAM paints a red lane for 0.9s, charges down it at 520px/s and bursts in a 140px ring just past where you stood, so step sideways out of the lane rather than running down it. An enraged Warden recovers 30% faster between attacks.
The Hoarder, a lime box, turns up at 0:40 and every 100s after. It runs from you at 175 against your 215 and burrows away after 14s, with a lime arrow at the screen edge while it is off-screen. Inside 380px your gun locks onto it, every hit spills a shard (up to 20), and killing it drops a cache: a free draft that does not spend a level.
Bombers draw a dotted 100px ring in advance. Let one die inside a crowd and it deals 48 to every enemy in that ring — but 22 to you if you are standing in it.
Max a weapon and take its named partner passive to rank 2 to unlock its evolution: Orbit Blade + Overclock, Nova + Heavy Rounds, Chain Arc + Lucky Strike, Cryo Field + Vitality. The evolution pins to card 1 and survives every reroll.
Bank overdrive for a Warden. It is 6.5s of roughly 2.4x fire rate, 1.35x damage and a 14x shard magnet, and a boss kill alone gives you 35 of the 100 charge back.
Hold one heading for more than 4s and every other regular spawn comes from within 60° of where you are running, and so do the enemies you leave far behind; a Warden you outrun cuts back in ahead of you. Kiting in a straight line runs you into the swarm. Kills within 2.4s of each other build a streak worth up to 3x score, and you start with 2 rerolls plus one more every 5 levels — spend them early while the pool is still wide.
Each weapon you evolve, in any run, joins your Armoury. From then on the title and death screens let you start a normal run with that weapon already at rank 1, the same as drafting it once, so its evolution still needs it maxed and its partner at rank 2. A locked button tells you its recipe.
Daily Orders, on the title screen once you have finished a run, is a run whose order, starting weapon and first draft are the same for everyone that day; the day turns at midnight Taipei time, and you can play it as often as you like. An order changes one part of a run (the numbers in this guide are a normal run's) and its card says exactly which. Its best is kept apart from your normal best, a missed day costs nothing, and the death screen gives you a line to copy.
The death screen keeps your best time, kills, level and wardens down beside this run's, and names the nearest thing left to chase: an evolution you have not found, a tier 3 Warden, or 10:00.
Trophies
11 trophies
Sign in and the ones you earn light up here and on your account.
- WARDEN DOWN
- Hoarder cracked open
- TIER 3 WARDEN DOWN
- TEN MINUTES: lasted 10:00
- Max Orbit Blade, Overclock to rank 2 (hidden until you find it)
- Max Nova Pulse, Heavy Rounds to rank 2 (hidden until you find it)
- Max Chain Arc, Lucky Strike to rank 2 (hidden until you find it)
- Max Cryo Field, Vitality to rank 2 (hidden until you find it)
- THE ARMOURY: all four evolved
- Carried out your first daily orders
- Seven days of orders (any seven)
What players say
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From the changelog
What changed
StuStudios 2.2
- Chunklord’s Daily Orders deal everyone the same rule change, starting weapon and first draft each day, and a weapon you evolve joins your Armoury to start runs with.
Version 2: the whole arcade, rebuilt
- Chunklord: kills shatter into chunks of the enemy’s own colour, a Chunk Warden takes turns between its ring, a SLAM down a red lane and a two-armed spiral, and the Hoarder, a lime box that runs from you, pays a shower of shards and a free draft if you catch it within 14 seconds.
- Chunklord also brings spawns in ahead of you when you run in a straight line; the mute button works on phones, the screen stops shaking on the draft, pause and death screens, and late runs no longer slow to a crawl.
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