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SlingshotSpeeders·Slingshot Speedersbymasltech

Slingshot Speeders v0.1.3 — sign in with Google, MapMake, Season Alpha

Slingshot Speeders v0.1.3 is up on https://slingshotspeeders.com/. Play in the browser. No install.

Home

  • Home is MENU plus Sign in with Google. Account, standings, FAQ, and the rest live on their own pages.
  • Sign in with Google sits on home next to HOW TO PLAY. YOUR RUNS follows that account.
  • YOUR RUNS has SIGN OUT when you are signed in.
  • Signed-in pilots get a public profile (/u/…) with rating, Season Alpha points, Trefoil Elo, and Watch links.
  • Profile links are a short code, not a row number. Gold names like /u/james stay.
  • Public profile names homemade maps, shows career totals (distance, Δv, time, maps won), and paints an alpha supporter gold name.
  • Profile and Usage plot each stat on its own chart — distance, Δv, time, plays, and wins, not stacked on one graph.
  • Home ALPHA SUPPORTER COMMUNITY MAPS is open whether you are signed in or not. MapMake stays for signed-in alpha supporters.
  • MapMake has one HOME. The ship HUD (speed, Δv, chips) only shows when you PLAY the draft.
  • STANDINGS is Season Alpha: championship points from SCORE / TIME / Δv, and a separate Trefoil Elo. It resets when Season 0 starts.
  • Home maps are Easy, then Medium, then Hard. Temple is Medium. Rendezvous is last (Hard).
  • Prime is the beginner map: two small wells side by side. Start clockwise on the left; capture the green ring on the right.
  • Temple no longer has a New! mark.
  • MENU closes when you click off it.
  • MENU Sign out sits at the bottom when you are signed in. Hover stays inside the panel.
  • MENU has Race standard — the Stock ship every public board uses.
  • Signed in? PLAY uses your name. No YOUR NAME prompt. Alpha supporter names are gold on SCORE / TIME / Δv.
  • SCORE and TIME numbers are white, so gold names stand out.
  • SCORE / TIME / Δv headers are white with a border when selected — not gold.
  • 1 flying is white, in a small outline next to the map name.
  • Profile tabs switch — Maps, History, Trefoil, Share.
  • Copy link lives on Share. Sign out is in Menu. Alpha supporter is a gold badge next to the name. The round portrait is the trefoil.
  • FAQ answers how Season Alpha ranks work — championship points, the 0–1000 rating, and Trefoil Elo.

Play

  • A 3 · 2 · 1 counts you in before the ship moves. The clock and the tape start when it hits zero. Restart is a quick 1.
  • Official runs save after the 3-2-1 — Orion and the rest.
  • Other pilots flying the same map show up beside you, dimmed. They cannot push you or crash you, and your run is still your own.
  • Empty tank is not a lose. You keep coasting. Crash or the 10-minute cap still ends the run. On Trefoil you can burn the last of the tank and glide over the line.
  • Trefoil fastest only lists real finishes. A crash is not 0s.
  • Trefoil RECENT / FASTEST turn white with a border when selected.
  • Every map has a JOIN card now, and home shows how many pilots are on each one.
  • Home map names say 1 flying when someone is on that map — not a missing-font box.
  • Spectate: SHIP / WORLD / FREE at the bottom, and LOBBY opens the JOIN card so you can fly or watch again without going home.
  • Homemade maps capture a closed orbit in the green ring, same as Orion.
  • Capture needs a full loop inside the green ring. A nearby well yanking you out the other side does not count.
  • A closed orbit inside the green ring is a win even if another well would tug it later.
  • A win on a homemade map shows up on that map's SCORE / TIME / Δv so you can watch it.
  • Homemade maps with moving wells start those wells in the same place every play.

Ship

  • Kill-rot dumps spin faster and stops clean. It no longer crawls at the end.
  • RCS and Q/E jets shoot out the way they push, same white exhaust as the main engine.
  • The stock ship leaves a white exhaust trail when you burn the main engine.
  • Main-engine smoke is left behind the ship and fades, not stuck to the tail.
  • Main-engine exhaust is smoke left behind the ship — no tail flame.
  • Main-engine smoke is a wider plume and hangs a bit longer.
  • Afterburn throws a bigger, faster jet than regular main. Exhaust puffs are finer and shoot out quicker.
  • 5 hides the trajectory line. Same control in Watch. 4 is still arrows.
  • The trajectory line is back in play. 5 still hides it.
  • Every well now draws a faint outer circle: that is how far its gravity reaches before it fades to nothing. The ring is quieter so it does not shout over the well.

Watch

  • After rewind hits the start, 1x plays again. You do not have to tap PLAY.
  • Afterburn marks on the flown path are twice as long as regular burns.
  • A gold name on Watch opens that alpha supporter's profile.
  • That name is a light gold chip with dark gold type — not a green SHARE button.
  • Links open the tape without flashing home first.
  • [ at 1x rewinds. Speed goes -1x, -2x, and so on. SHIP / WORLD / FREE sit under play with PATH.
  • Path rotate marks match live Q/E, and the arrow heads are larger.
  • Rotate icons on the flown path follow Q and E.
  • Pink and red burn arrows point the way you thrust, not along the flown path.
  • Burn arrows are longer, thinner darts, spaced out along a held burn instead of stacking up.
  • Time slider: grab the dot.
  • Rewind (|<<) jumps to the start of the tape. << / >> still skip 5 s.
  • Scrubbing lands on the time you dragged to, and the transport bar is wider so the slider has room.

MapMake

  • Drag a well's edge to resize it. Bigger wells pull harder and reach further — twice the radius is four times the pull. Grab the middle to move it, the rim to resize it. Pushers and moving wells work the same way.
  • The trajectory line follows a moving N-body the same way it does on Planet & Moon.
  • Park a closed orbit in the green ring to win. The circle does not have to sit exactly on the well.
  • Drag the start pad to move it. Drag the gold stick to set heading and speed.
  • Drag an N-body's gold stick to set its starting speed.
  • Deleting a moving well takes it off the map.

Alpha supporter maps

  • The community shelf is Alpha Supporter Community Maps. The $10 pack is alpha supporters.
  • Supporter Community Maps is the shelf of maps from supporters. Cards say who saved them and when.
  • Alpha Supporter Community Maps has NEW MAP.
  • SUBMIT a community map asks you to name it (20 characters). Recent runs and profiles show that name, not HOMEMADE.
  • SUBMIT locks a community map. You cannot change that version. COPY opens a new draft from it. Three submitted maps max.
  • Each supporter community map has its own SCORE / TIME / Δv under PLAY and EDIT. Click a row to watch that tape.
  • Community map thumbnails sit on the start pad.

https://slingshotspeeders.com/

PLAY FOR FREE, IN BROWSER, NO ACCOUNT REQUIRED. 2d top down first orbital racing game, competitive speed runs.

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4
SlingshotSpeeders·Slingshot Speedersbymasltech

Slingshot Speeders 0.1.2 — boards wiped, the ship gets lighter as you burn

v0.1.2 is live. Inverse-square gravity, one Stock ship, public boards. This update changes how the ship flies, so the live lists are empty and you are racing a new physics.

Boards wiped

SCORE / TIME / Δv and Trefoil start over. Old times were flown on a constant-mass hull. They are not comparable to a ship that gets sharper as the tank goes.

The pre-alpha lists are on the Pre-Alpha Archive. Names and times stay there. The pre-alpha database is backed up.

The ship is half fuel

Half the hull is propellant. Thrust force stays the same. Burn it off and you accelerate twice as hard, and the nose comes around twice as fast. The last burns of a run are the sharpest.

The HUD tank is Δv — how much speed change is left. Empty still says OUT OF FUEL. A full tank is about 234 m/s. There is no refuel. Dumping early to get light also throws away the Δv you needed to use that pace.

Sip still beats dump on mixed score. Time and a full tank weigh the same. Burn low still wins (Oberth).

The gold thrust arrow grows with how hard you are actually accelerating — empty tank or afterburn. Dry afterburn is twice the dart of a full-tank main.

Temple

New Hard map. Two wells. Time the sliding door, then slip through rotating spokes into the green ring on the right. Capture is a closed orbit there. The spokes still kill if they hit you in the ring. You start in a tight, fast orbit around the first well.

Chaos is retired (too close to Asteroids). Asteroids sits under Orion, wider capture ring, no stray well out to the left of the start.

Watch one run. VIEW the field.

Click a row and you watch that tape: purple when slow, light orange when fast, pink thrust ticks (red on afterburn), yellow rotate marks where you yawed. PATH (or P) hides the flown line and the marks. The trajectory line stays.

Home VIEW next to PLAY opens the map with every stored run line. That is the density view. Replays stay clean.

Flying the HUD

Q/E are two small yellow arrows at the nose and tail, like RCS jets. Counter-clockwise: nose left, tail right. They ease in like the gold thrust arrow. Kill-rot shows the same couple while it is braking; they shrink with the live torque and ease out as the spin dies.

The trajectory line holds if you almost stop and fall back. Rotating does not flicker it. A WASD burn still redraws.

Crash is a red CRASH card, same as OUT OF FUEL. R tries again. HOME is a button in play and Watch; Esc still leaves. SHARE copies one watch link (?r= or ?race=). Solo and sandbox time out at 10 minutes. Trefoil is still 5.

Also

FAQ says scored runs are public, the tank follows the rocket equation, and inverse-square in words. Home ROADMAP is stretch goals (community maps, ship classes, a $10 supporter pack). Not this cycle.

Devlog: https://www.youtube.com/@SlingshotSpeed

Play: https://slingshotspeeders.com/

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SlingshotSpeeders·Slingshot Speedersbymasltech

Slingshot Speeders v0.1.1 — Orion, FAQ, Font

Slingshot Speeders | The First Orbital Racing Game

Inverse-square n-body gravity. Force-based ship. Slingshots. Capture a closed orbit. Public SCORE / TIME / FUEL boards. Server owns the race: you send button presses, not position or time.

Play (v0.1.1): https://slingshotspeeders.com/

FAQ: https://slingshotspeeders.com/faq

Changelog: https://slingshotspeeders.com/changelog

v0.1.1

Orion (was Easy) sits at the top of home. Green Easy tag. Recommended for beginners in green on the title line. Start in circular orbit at the left well, one mass in the middle, capture a wide ring at the right.

Trefoil sits under Orion. Maps now carry Easy / Medium / Hard tags (green / yellow / red outline). Asteroids is Easy. Rendezvous is Hard. Everyone else is Medium. New! sits on the title line, left of the tag.

FAQ (top left) — n-body vs 2-body, scoring, and the first-orbital-racing claim: https://slingshotspeeders.com/faq

Trajectory line samples at 60 Hz with no fade. A burn redraws it immediately. A coast reuses the last solve until the next 60 Hz tick. Each sample folds three sim ticks, so it is not a 165 Hz re-run of the scored flight.

Also in this build:

  • Home type is Zector (title and HUD).
  • Type is a bit larger on home, HUD, and the public pages.
  • Subtitle: The first orbital racing game (no period).
  • PLAY name box stays one size while you type.
  • Recent runs drop DIST and SPEED so WHEN fits on one line.
  • Opening FAQ / WHAT'S NEW / USAGE no longer leaves home stuck drag-scrolling when you come back to the tab.
  • Loading screen says LOADING, centered.

Still there: Trio, Snake, Elevator, Rendezvous, Asteroids, Planet & Moon, Chaos, Slingshot, Trefoil.

Browser. WASD thrust, Q/E rotate, click a body to pin the trajectory line.

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1
SlingshotSpeeders·Slingshot Speedersbymasltech

Slingshot Speeders v0.1.0 is live, first stable build, two new maps, test site, real gravity

Slingshot Speeders is a free 2D orbital racer in the browser. Inverse-square gravity (same falloff as the solar system). Force-based ship. Slingshots. Capture a closed orbit. Public SCORE / TIME / FUEL boards. Server owns the race: you send button presses, not position or time.

Play: https://slingshotspeeders.com/ Test: https://test.slingshotspeeders.com/ Usage: https://slingshotspeeders.com/usage Changelog: https://slingshotspeeders.com/changelog

v0.1.0 — first stable production build (2026-08-21). Live stays tagged. New work goes through test, then a promote. Production boards stay; we do not edit the live game in place.

Maps

Trio (gold New!) — three Rendezvous-size free-moving pullers. They tug on each other. Start in a low orbit around one. Hop and park a closed orbit on another. Empty boards.

Snake (gold New!) — short sideways S, about nine wells, tips flared so the bends are not hairpins. Fly left → right. Static pull along the path, moons on mixed-radius rails, moving pushers (first map that ships push wells). Capture the green ring on the last well. Empty boards.

Still there: Easy, Asteroid Field, Planet & Moon, Chaos, Slingshot, Elevator, Rendezvous, Trefoil (online race).

Play

  • One fuel tank. RCS at half thrust costs half as much.
  • Pull wells/moons: arrows in. Pushers: arrows out.
  • Home subtitle: The first orbital racing game.
  • Arcade pixel type (Kenney Mini Square, CC0). Same width every letter. Home, HUD, WHAT'S NEW, USAGE, name box.
  • STRESS TEST is gone from home.

Watch

  • The white trajectory is the one recorded during the run. Watch does not re-solve a second path.
  • Same ribbon as live: no hitch, no hole behind the ship.
  • Live coast line refreshes twice a second so it stays with the ship even when you are not thrusting.
  • Recent runs open in Watch again, including tapes from the two-tank era.
  • Win card shows time and fuel right away. Score waits for the logged board number.

Usage

  • USAGE opens a real page (/usage), not an in-game graph.
  • Four live charts: visits, plays, fuel, distance.

Under the hood (this is the stable cut)

  • Gravity and win/crash/fuel rules live in one shared sim. Client and server cannot disagree about gravity.
  • Score lists are not silently rewritten on every boot (migration is gated). One owner for run outcome.
  • License audit: proprietary game (Masland Tech LLC). 457 linked crates checked. Zero copyleft. Third-party notices shipped. Fira Mono (OFL) replaced with Kenney Mini Square (CC0).
  • Test and production are two sites on the same machine: different port, wasm, and database. Production sqlite is never overwritten by test. Test is noindex.

Future orbitmap

  • Map making — drop gravity wells, set start position and velocity, fly the map you just built.
  • Teleportation — pads that jump you across the field without breaking the orbit game.
  • Weekly challenges — a rotating scored objective, fresh boards each week.
  • New race track — a second online-race layout (not only Trefoil).
  • Ship classes — different hulls with different thrust / tank / handling. Same gravity.
  • Kessler Run — new map. Debris field. Thread it. Capture on the other side.
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2
SlingshotSpeeders·Slingshot Speedersbymasltech

Slingshot Speeders v0.0.9 is live - NEW map "Elevator"

Slingshot Speeders v0.0.9 is live

Play: slingshotspeeders.com

The first orbital mechanics racing game. Free in the browser. Real inverse-square gravity. You fly. The server scores.


Elevator (New Map)

  • Location: Sits at the top of home with a gold New! mark.
  • Objective: Start in orbit around the lower well, ride a rising well on the side rails, and capture a tight closed orbit in the green ring around the top well.
  • Mechanics: Rail wells slow, reverse, and shuttle continuously (they don't vanish or get stuck at the top).
  • Win Condition: Must maintain a bound orbit around the top well, inside the green ring and outside the crash core. A wide loop that only clips the ring does not count.
  • Leaderboards: SCORE / TIME / FUEL start empty. Old runs on this map were wiped.

Mobile & Tablet Support

  • Dedicated Touch HUD: Native layout instead of a squished desktop interface.

  • Left Thumb: On-screen Q W E / A S D (hold).

  • Right Thumb: SHIP / WORLD / FREE, MAIN / RCS, KILL / BURN (tap).

  • Telemetry: Slim strip along the top to keep the field clear.

  • Desktop Unchanged: Same keyboard controls, dense bottom card, and chips.

  • Input Fixes: Typing now stays in the name field without boards jumping or stealing focus. PLAY properly opens the OS keyboard on mobile.


Replays & Tapes

  • Persistent Live Rooms: Rooms stay up after a run finishes with full playback controls (pause, skip, speed, drag timeline).

  • Playback Mechanics:

  • R jumps directly to the start.

  • End of tape freezes on the last pose (no auto-loop).

  • Speed selection range: 1x–100x.

  • Path Rendering: Replays draw the exact white path recorded while flying (does not re-solve gravity on watch, accurately showing curves around moving wells up to 100×).

  • Trefoil Updates:

  • Click any ship to track that racer's white path.

  • ALL mode displays every stored path simultaneously.

  • Race start delay reduced from 15 seconds to 10 seconds.


Leaderboards & UI

  • Timestamps: SCORE, TIME, and FUEL lists now display WHEN (matching Trefoil timestamps).
  • Name Visibility: Ship names now stay readable when zoomed in, sitting above the hull without obscuring the field.

Rendezvous Map Updates

  • Velocity Visualizer: The green arrow shows relative velocity to the moving ring (stretches/shrinks as you match speed).
  • Trajectory Line: Dotted purple line illustrates the moving ring's orbital path.
  • Win Condition: Hold position inside the moving ring for 5 seconds.

Performance & Engine

  • Smoother Stress Tests: Faster WebAssembly gravity calculations in-browser. Desktop lab can now utilize extra CPU cores for moon simulations.
  • Multithreading: Capture, free play, and Trefoil run on dedicated simulation threads to keep the UI responsive.
  • Server Authority: Wins, tapes, and positions remain strictly server-verified (client sends button presses only).

Play: slingshotspeeders.com

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3
SlingshotSpeeders·Slingshot Speedersbymasltech

Slingshot Speeders v0.0.8 is live

Slingshot Speeders v0.0.8 is live

Play: https://slingshotspeeders.com/

The first orbital mechanics racing game.

Talk:

Full notes: https://slingshotspeeders.com/changelog


Rendezvous (hard mode)

Rendezvous is the new map. It sits at the top of home with a gold New! mark.

Two equal-mass bodies orbit each other. You start around one. The win is not a closed orbit around a well. You have to match the moving green ring in orbit around the other body and hold it for 5 seconds.

This is the hard mode for anyone who understands orbital mechanics. Matching position is not enough. You have to match the moving ring's velocity too.

  • A green arrow on the ship is your velocity relative to that moving ring. Burn along it to match. It shrinks as you match. Cyan is still velocity relative to the body you clicked (the pin).
  • Hold time sits at the top of the screen.
  • Click a body and the white coast still pins to that frame. There is no grey predicted moon orbit anymore.

If you know Hohmann transfers, phase angles, and matching a target in a different orbit, this map is for you.


Boards

Scored maps now have three lists of the same wins:

  • SCORE (mixed: time and leftover fuel still weigh the same)
  • TIME (fastest)
  • FUEL (least burned)

Fuel on the board is main tank seconds + RCS seconds. One second of either still counts as one second.

Trefoil stays a race card: RECENT races (default) or FASTEST times, same card.

Slingshot is no longer marked new.


Share and talk

SHARE copies the URL only. Paste is the link, not a score sentence.

  • Win a map: SHARE is the tape (?r=). Fast wins keep a tape too.
  • Watch a tape: SHARE copies that same tape link. The button flashes when you click it.
  • Watch a Trefoil race: SHARE copies a link that opens that race (?race=).
  • Open a shared link, then hit Esc: you are on the site. Refresh stays on home. It does not reopen the tape.

The win card is SHARE only (score and time). The extra rank sentence is gone. Talk belongs on Reddit or Lemmy, not as an in-game note.

SOCIAL (top-left) opens the Reddit and Lemmy links.

HOW TO PLAY now includes the game idea at the end.

Sharing the site itself (Discord, chats, link previews) leads with The first orbital racing game. then a short free 2D space race description, with the icon.


Flying

  • FREE CAM: click-drag to look around. Toggle with the 1 key or by clicking the HUD.
  • The white coast is the real 50 ms forecast, live and on watch. Only the switch between samples eases.
  • A path that crosses itself (Trefoil) no longer blanks when you fly through it.
  • Passing in front of the trajectory line no longer cuts it off.
  • Replay uses the same trajectory line as live play.
  • Clicking a body no longer draws a grey predicted orbit. The white coast still pins to that body.

We will not predict the path of gravitational bodies. Only player ships get a prediction path.


Race

Trefoil no longer kicks you for flooding when you race.

SHARE while watching a race copies a link that opens that race.


Stress lab and sim

Home STRESS TEST is one dense field: a thousand wells, a thousand moons, and cyan rings that shove you away. No score.

Lab moons yank each other. Orange moons pull (minus). Purple moons shove (plus). Rings show + or −.

A slam through a well stays smooth. Thousands of wells and moons still feel smooth.

The sim runs at 165 updates a second. Old tapes still play at the rate they were recorded.


Home

  • WHAT'S NEW opens the changelog page.
  • Home cards scroll inside the card. The page behind them stays put.
  • PLAY asks for your name, then starts that map.
  • Version sits with ping so the title can stay centered.
  • The line under the title is The first orbital mechanics racing game.

What's next

The next major focus is a touch-screen mobile control UI.

That is a completely separate interface from the computer / keyboard experience. Same game, same physics, same net. Desktop stays keyboard and a dense HUD. Phones and tablets get big tap targets and on-screen thrust, rotate, and afterburn.

Not a squeezed copy of the desktop HUD.

Play: https://slingshotspeeders.com/

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3
SlingshotSpeeders·Slingshot Speedersbymasltech

v0.0.7 is live. The path is easier to read, scores are honest, and a share link opens the tape.

Flying

  • The coast path is white. The goal ring stays green.
  • Pin a moon and you see your path around that moon only.
  • A tight orbit stays a short line instead of a scribble of loops.
  • Afterburn is a tap on Shift, not a hold. BURN is red while it is on. You get 2x thrust for 225% fuel.
  • The play HUD is telemetry (speed, G, tanks, rotation). Controls and arrow colors live on HOW TO PLAY.

Watching

  • Tapes stay smooth up to 100x.
  • Names sit above every ship, including yours.
  • The G bar shows a number, same as live play.
  • A near-stop turnaround no longer makes the white path skip.
  • Trefoil watches stay smooth through the bottom-right of the course.

Score and Share

  • Faster time and leftover fuel both raise your score, and they weigh the same.
  • Home has GAME IDEA next to How to Play: same ship for everyone, no autopilot, cosmetics only if we ever charge.
  • WHAT'S NEW is in the game, and at https://slingshotspeeders.com/changelog.
  • SHARE copies your score, time, fuel, map, and a link that opens that tape.
  • The win card can send a one-line note. It stays private.
  • Recent runs show the score for a win.
  • A win on the board has to match a real flight, not a typed-in time.

Also

  • List times are DD/MM/YY HH:MM:SS.
  • Runs under 20 seconds still log; they do not keep a tape.
  • USAGE sits top-left. The charts are smooth.
  • Ping sits with FPS, in ms.
  • Home scrolls. Click the dim to close How to Play, What's New, or Usage.
  • Trefoil is the race card on home, with 5 recent races. Recent runs sit below Chaos.
  • The ship no longer cuts a hole in the coast line.
  • Empty boxes in game text are gone.
  • Spin, speed, and the map edge clamp. One address cannot flood the server.
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3
SlingshotSpeeders·Slingshot Speedersbymasltech

Multiplayer online racing mode is now live with v0.0.6

Slingshot Speeders v0.0.6

Play now free, no account required: slingshotspeeders.com

v0.0.6 is the racing drop. Same inverse-square gravity, same server-owned sim — and a real session race you can queue into with other pilots, plus a new afterburner so the last burn actually costs something.


Online Race is live

This is the feature to try.

Open Online Race from the home screen. You land in a shared room. Join to queue, or Spectate to watch the grid. One queued pilot is enough to start the clock. When the queue is live, everyone gets a 15-second countdown, a standing start, and then GO.

The circuit is a 2-lap trefoil around three gravity wells and a smaller well in the middle. The green band is the track. Stay inside it. Leave it and you crash. No ship-to-ship collisions.

What you get in the room:

  • Queue, spectate, and race from the same lobby
  • Live standings as people finish
  • Your own FINISHED beat, then the full results
  • Spectate another ship with [ ]
  • A full multi-ship replay of the round, saved like any other run

The track is built as a flyable orbit path, not a painted oval. Each lobe is close to a circular orbit of its well, so a clean injection coasts.


Afterburner — Shift + W

Hold Shift and press W in MAIN thrust.

  • 2× main thrust
  • 2× main fuel

RCS never afterburns. Shift with no W does nothing. The HUD BURN chip lights green only while you are actually afterburning and thrusting.

That is the whole trade: more Δv now, a shorter tank later. On the race it is the difference between nailing a transfer and running dry before lap two. On capture maps it is the panic burn you should have planned around.


What else landed with v0.0.6

Replays that survive retunes. Every new recording stores the course, the ship, the era (0.0.6), and a pose film. Watching a run no longer rebuilds it from today’s constants. v0.0.5 tapes are archived and still watchable, but some are broken. Leaderboard scores stay, but may get beaten now that afterburner is implemented.

Lobby and finish flow. Join vs Spectate is explicit. The camera opens on the grid. Finish is split: you see your result first, then the standings.

HUD. Mode chips for view, MAIN/RCS, and stab. Fuel and rotation readouts. Coast ribbon stays readable at high zoom. Controls primer lists Shift+W.

Home. The title now shows v0.0.6 so you know which build you are on.


Controls (short)

KeyAction
WASDthrust (MAIN along the nose; RCS strafes)
Shift+Wafterburn — 2× power, 2× fuel
Q Eyaw
2MAIN / RCS
3kill-rot
1 / Tabship cam / world cam
[ ]spectate previous / next (online race)
Rrespawn
Eschome

Cyan is velocity. Gold is thrust. Pink is gravity. Green is your coast — or, on the race, the corridor you have to keep.


Why play this version

Capture maps are still there if you want a solo puzzle: slingshot, close a Kepler loop inside the green ring, beat the board.

v0.0.6 is for people who want a session. Queue. Fifteen seconds. Two laps of real gravity. Afterburn when you mean it. Watch the tape after.

Type a name. Hit Online Race. Hold Shift.

slingshotspeeders.com

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5

Deckalgo has been pushed to v0.0.6 - Play free today, no registration required

Deckalgo Pre-Alpha · v0.0.6 update

TL;DR: The home page got a real visual pass, a bunch of combat and defense bugs were fixed, and the build is in a stable place to keep testing through pre-alpha.


Home page & visuals

The landing / home screen was overdue for polish. v0.0.6 gives it a cleaner, more modern layout:

  • Full-width look — less cramped, better spacing, softer background gradients
  • Glass-style panels — hero, stats, and live sections read more clearly
  • Activity + site stats — side-by-side “bento” layout instead of a thin strip squeezed in the middle
  • Trend charts — replaced weak bar visuals with clearer 14-day charts (visits, guest play, ranked matches)
  • Leaderboards — card and player top lists use a cleaner row design with at-a-glance damage bars
  • Logged-in home hub — same visual treatment when you’re signed in, with quick links to Play, Discover, Market, etc.

Leaderboards should also feel more honest now: top cards rank by how much they’ve actually fought, not just “who has 1 win and never lost.”


Combat & cards

Caster units (Fireball / spell cards)
Kitsune-style casters were basically firing their spell once and then doing nothing for the rest of the fight. Spells are now a one-time bonus on top of normal attacks — your unit keeps swinging for the whole match.

“When attacked” abilities
Cards that triggered every time they were hit were too strong. Those effects now fire once per battle, which matches how they’re described.

Card variety
Duplicate-looking pulls (same stats showing up back-to-back) should be much rarer. Necrotic and hybrid stat lines have more spread.

CPU opponents
Defense opponents were stale and repetitive (same name, odd ability text, predictable layouts). CPU decks refresh properly, pick from a rotating pool, and arrange units more sensibly — so idle defense and practice fights feel less broken.

Ability text
Misc wording fixes — e.g. death effects that grant Haste now say they buff adjacent allies, not a vague “applies Haste.”


Defense earnings (idle)

Defense was confusing: you could claim too early, swap decks too freely, and the UI had buttons that didn’t match what was actually happening.

How it works now (player-facing):

  1. Lock a grid to a defense slot → it earns for 24 hours
  2. While locked, you cannot replace it with a new deck
  3. When the timer ends → Claim Defense Earnings
  4. After you claim → the slot opens → lock a new grid

The Defense tab no longer shows misleading “selected slot” controls, and the claim button only appears when the window is actually done.


Deck building QoL

  • Hand filters — filter your inventory hand by element, race, or archetype while building (Electric, Beast, etc.) without losing your place in the list

Stability & release

  • Tagged as v0.0.6 across the app (badge, footer, pre-alpha banner)
  • Static assets cache-bust correctly so UI updates actually show up after a refresh
  • README and local run docs updated for how we actually playtest today

Where we’re at: Pre-alpha, local/private, still iterating — but this is the most stable slice so far for continued play, defense grinding, and feedback. If something still feels off in a fight or on the home page, we want to hear it.


What to try

  1. Hard-refresh the home page and skim the new layout + charts
  2. Lock a defense deck, wait for the window (or check the timer), claim, then lock something new
  3. Run a few fights with a caster or Fireball unit and confirm they keep attacking after the spell
  4. Filter your hand while building and queue a ranked match

Thanks for testing — more tweaks coming as pre-alpha continues.

https://deckalgo.com/

View original on lemmy.world
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The Pre-Alpha version of Deckalgo is now live at deckalgo.com - play for free as a guest now

[Pre-Alpha] Deckalgo: A Free, Account-Free, No-P2W Auto-Battler

Hey everyone! I’m excited to share the pre-alpha release of Deckalgo — a procedurally generated auto-battler you can play directly in your browser.

Why check it out?

  • Instant Play (No Account Required): No sign-up or login. Open the page and play as a guest.
  • Pure Strategy (Zero Pay-to-Win): No microtransactions, no paywalls, and no card pack buying. Everyone plays with the same rules and card pool.
  • Procedural Drafting + 3x3 Grid Battles: Draft from a random selection of 15 generated cards, place 9 of them on a 3x3 grid, then watch combat play out based on placement, reach, and synergies.

Current Pre-Alpha Known Issues

This is an early build, so expect some bugs:

  • Visual Glitches: Occasionally, defeated cards may still look “alive” on the board at the end of a battle, even though they’re counted as defeated.
  • UI Polish: The interface is still rough and needs a lot of aesthetic improvements.

Play Now

I’d love feedback on the gameplay flow, card drafting, and grid combat strategy!

https://deckalgo.com/Open linkView original on lemmy.world
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