ABOUT
You are the last gunship in a rock field. Your cannon is powerful and your ship is fast — but every shot pumps heat into the core, and at max heat you cook yourself. The gun that saves you is also trying to kill you.
Big rocks split when shot, so every kill multiplies your problems. A magenta UFO crosses the field and shoots back. Kills at close range pay double and build combo fast — if you dare to get close.
The longer you live, the faster the rocks come. Watch the heat bar: feather the trigger, or go loud and melt.
HOW TO PLAY
← → rotate, ↑ thrust, SPACE fire (WASD works too). Edges wrap around.
Each shot adds heat; heat always cools. At max heat you explode — no enemy required. Bursting in short volleys keeps you alive; holding the trigger is suicide.
Each run starts with a brief spawn shield (about two seconds). After that, one rock, one UFO bullet, or one overheat ends the run. Big rocks are 20, mediums 50, smalls 100, the UFO 250 — all times combo, doubled at close range.
M mute · R restart · sound mix lives in SETTINGS
HOW IT'S MADE
OVERHEAT is a fourth game in the portal — no code shared with the others, no engine, no assets. The whole thing is a deterministic simulation running at a fixed 120 Hz (rendering decoupled), written in TypeScript, drawn as neon vectors on a raw Canvas 2D, with every sound synthesized live in WebAudio.
Rocks drift, wrap, and split; the UFO crosses on a director timer and leads its shots. Difficulty ramps spawn pressure, rock speed, and UFO frequency with survival time. Gunshots sag in pitch as heat rises; a tension drone brightens with the rock count.
HIGH SCORES — BEST RUN
| # | PILOT | SCORE |
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MOST DETERMINED — LIVES LOST
| # | PILOT | DEATHS |
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