Assemble your soul. Press the button. Strike.
Pilots ride forbidden Machines in an ultimate-only combat system. No normal attacks — survive enemy fire while your soul gauge charges, then press SOUL STRIKE and unleash a devastating one-hit kill. A hidden probability system, layered aura states, and prediction glyphs decide whether the blow lands as a critical.
Episode 0 of the planned CIRCLE OF SAMSARA trilogy. Built with Phaser 4 + TypeScript + Vite + Bun.
Beneath the surface runs an Echo Theory layer: residual signals threaded across Title, Select, broadcasts, and endings. The transmitter is dead; the signal kept ringing.
- Ultimate-only combat — no normal attacks. Survive, charge, and fire your SOUL STRIKE
- Hidden probability hit system — rush states, layered aura colours (white → blue → yellow → green → red → rainbow) shown by the mandala button glow, and prediction glyphs (rainbow cycle, mandala flash, red flash, lightning, screen glitch) shape each critical decision
- Cinematic ULT cut-ins — INDRA's SOUL STRIKE and every boss (NEKOMATA-Ψ, MUJINA-Σ, TSUKUMO-Δ, YUKIME-Ω) get a full Plan-E phase choreography: impact flash → radial speed-lines → silhouette → RGB chromatic-aberration converge → ULT name stamp → shockwave. Bosses add a pre-ult tremor that accelerates into the unleash, plus glitch-stripe reveal and a chroma-keyed portrait that floats over the arena
- One-at-a-time ULT order — when both gauges fill, whichever side hits 100% first claims the cut-in slot; the other side's combat tick (gauge fill + auto-attacks) freezes until the cut-in finishes and damage lands
- Tiered synergy halo — active synergies (placement + category) layer a halo around your machine in battle: 3+ white ring, 5+ gold mandala, 7+ orange storm
- 4 Machines planned — INDRA (playable in Ep0), GOLIATH-414, LILITH, MUMEI (COMING SOON teasers)
- 25 parts across 5 categories (module, implant, charger, booster, soul) that power up your strike. Buy duplicates to ★-merge into higher tiers
- Buddhist mandala lore — character names (Indra, Goliath, Lilith/Rakshasa, Mumei/Shunya) and ultimate names (Vajra, Karuna, Raksha, Nirvana) are drawn from the Kongō-kai and Taizō-kai mandala systems
- 9 consumable buff items — earn at SANCTUM for permanent run-to-run loadout buffs
- 10 skills — earned from boss rewards, permanent for the run
- Two campaign lengths — Easy (5 rounds, mid-boss climax) or Hard (10 rounds, big-boss climax with HYAKKI YAKOU tease)
- SANCTUM meta-progression — bank scrap from each run, consecrate buffs that auto-equip on the next
- Achievements and collection — track unlocked Machines, discovered parts, defeated enemies, earned titles, and acquired skills
- HTML DOM Title overlay — the Title screen is a native SVG + CSS layer riding on top of the Phaser canvas, so text and vector art render at full device resolution on Retina / 4K
- Trilogy tease — defeat the final boss to glimpse the next chapter:
HYAKKI YAKOU — STANDING BYandTO BE CONTINUED: SOUL BREAKER - Echo Theory layer — residual signals stitched into Title, Select, broadcasts, and endings. (source article)
- Zero-byte audio — all SFX synthesized at runtime via Web Audio API
- Japanese localization — auto-detected from browser language
- PWA support — installable as a standalone app
Every mechanic ties back to "assembling a machine from parts." Equip modules to add strikes to your soul strike, stack implants to survive until it charges, tune chargers for faster gauge fill. All game parameters live in src/data/*.ts as typed constants — balance is tuned by editing data files directly.
bun install # install dependencies
bun dev # dev server on localhost:8080
bun run build # production build (dist/)
bun test # run unit tests
bun run package-itch # create machines-itch.zip for itch.io- Click shop cards: buy parts (auto-equipped into the first matching slot; duplicates ★-merge into a higher tier)
- Space / Click: fire SOUL STRIKE when the mandala button appears
- S: cycle battle speed (×1 / ×1.5 / ×2)
- R: restart from any scene
Dual-licensed:
- Source code (everything under
src/, configs, scripts, and documentation prose) — MIT License. Free to reuse, modify, and redistribute with attribution. - Visual and audio assets (everything under
public/assets/) — CC BY-NC 4.0. Attribution required, non-commercial use only.
Runtime-synthesized sound effects generated via the Web Audio API (src/game/systems/audio.ts) are considered source code and fall under MIT.