Pulsar

Charge the ring. Fire by ear.

A timing game wearing a shooter’s jacket. Hold to charge a shockwave ring, release to vaporize anything at that exact radius. The charge whine rises in pitch as the ring grows: play long enough and you stop watching and start firing by ear.

Pulsar gameplay on iPhone

One core. Four orbit rings. Everything in the sky wants in. Hold the screen and a shockwave ring charges outward from your core; release, and anything sitting at that exact radius is vapor. Too early, they slip inside. Too late, they are already past. Your whole arsenal is one perfectly-timed circle.

Then the game hands you its best trick: the charge whine rises in pitch as the ring expands, five crossfaded tones from low E to high E. Play long enough and something changes. You stop watching the ring and start firing by ear.

Thirty hand-authored waves, a boss crawling inward every fifth, then a curve that extrapolates forever. Survive waves 10 and 20 and you pick a Resonance perk for the run. And when it all goes wrong, hold at max radius and spend a chunk of your own score on OVERCHARGE: a full-screen pulse that vaporizes everything and pays you nothing. A panic button with a price tag. You will pay it anyway.

What you get

  • 30 hand-built waves, bosses every fifth
  • Resonance perks shape every run
  • Overcharge: a panic button with a price tag
  • Kill chains literally play melodies