
The Loom
The Loom
An endless autobattler about packing a bag well enough to survive what comes next.
You are a Weaver, alone at a Beacon — an anchor left behind by the Architects, an ancient civilisation that wove reality out of luminous thread and then fell silent. Their automated defences never stopped running. They come up a single lane as Remnants, wave after wave, and the only thing between them and the Beacon is whatever you managed to fit onto a seven-by-seven grid: your Loom.
Relics have shapes. Space is scarce. Every placement is a decision you cannot take back once the fighting starts.
How a run works
Each run alternates between two phases.
In the market, you spend gold on relics and pack them into the Loom. Every relic takes up a specific footprint of cells, so the question is never just what is strongest — it is what fits alongside everything else. Drag pieces around, rotate them, and set spares aside in the tray while you rearrange. Drop a relic onto an identical twin and the two weave into one relic of the next rarity up.
In the battle, the Loom fights on its own. Each relic fires on its own cooldown at whatever comes into its reach, and your only live input is your ultimate. You watch the arrangement you built either hold the lane or fail to.
Clear a wave and the Loom grows. Rewards alternate between a permanent buff and four new cells to unlock — thirteen cells at the start, forty-nine if you live long enough to open them all. There is no final wave. The run ends when the Beacon falls, and the only question is how deep you got.
Controls
Left click — lift, place and drop relics
Right click, or R — rotate what you are holding
Drop a twin onto a twin — weave them into the next rarity
X — scrap the held relic
Esc — cancel and put it back
Space, or the on-screen slab — cast your ultimate
Mouse and keyboard, on desktop.
What is in it
Three Weavers, three shapes. All thirteen cells, all on the same board, arranged differently — and the arrangement is the class. The Hunter reaches the full height of the board but is only three cells wide across its middle. The Titan is a compact block, three by five, notched at top and bottom. The Warden is a diamond, five cells across at its widest. What fits early, and what has to wait for an expansion, follows from that shape.
Three ultimates, three answers to a full lane. The Hunter's Blade Barrage drops five blades that detonate where they land. The Titan's Riven Wave breaks outward from the Beacon and throws back what stands in its path. The Warden's Knot gathers a stretch of lane and grinds it in place — nothing is pushed forward, and nothing gets past while it holds.
Nine relics across three families. Bolt strikes single targets at range. Burst sweeps cones close in. Construct holds the ground around itself. Between them they knock back, burn, stun, slow and shred Remnants — and no two occupy the same footprint.
Five rarities, earned by merging. Common, Uncommon, Rare, Legendary, Epic. You reach the top by dropping twins onto twins, not by finding them.
A market that pushes back. Reroll the offers, banish a relic out of the pool for the rest of the run, or hold something in the tray while you rearrange — but anything still in the tray when the fighting starts is discarded, and gold never carries between runs.
Buffs that shape a build. Raise a family's damage, cut its cooldowns, extend relic reach, sharpen your ultimate, or repair the Beacon.
Speed control. The market is untimed, and battles run at 1x, 2x, 3x, 5x or 10x. The same run can take fifteen minutes or an hour. The ultimate stays manual at every speed, so choosing to hurry means giving up the only live input there is.
Damage per cell, on screen. Shown for every relic, in the market and in the arsenal — on a board this tight, that is the number that
decides what to take.
Endless, with a record per Weaver. Each class reachave is tracked separately for each.
English and Spanish, switchable at any time.
Where this build stands
Version 0.8.0. A run starts, escalates and ends cleanly. Here is what is in the build today, and what the finished game is aimed at.
Art. Nine of twenty-two planned sprites are in: the three Weavers, the battlefield, two of the five Remnant types, and the
interface. The three bosses currently render as col a plain bar. The nine relics have no art yet — arelic is drawn as its coloured footprint and its name. The Weavers' battle sprites were made in the previous art style and have not
been re-rendered in the current one. Aiming for: altyle, with every relic carrying its own icon in themarket, the arsenal and the Loom.
Sound. The build has no audio. Aiming for: music, and effects for relic fire, impact, Remnant death, the ultimate, and the Beacon taking damage.
Combat effects. Shots are drawn as geometry that ma— a cone is the area a Burst hits, a line is thetarget a Bolt took. There are no impacts, explosions, deaths or muzzle effects, and each relic uses its family's shape rather than one of its own. Aiming for: a distinct effect per rffects, with the geometry kept accurate underneath.
Balance. Depth parity across the three Weavers holdhe shipped curve. The ultimates are not at parity:measured at an identical 4.5-second arsenal budget, the Warden's Knot delays the first damage to the Beacon until wave 25, while the Hunter's and the Titan's both allow it at wave 10 —pool at a chokepoint over several seconds, a burstspends the same pool in one instant. Aiming for: three ultimates that differ in shape without differing that far in prevention. Relic and buff numbers are currently tuned by simulm against recorded human runs as well.
Interface. There is no tutorial; the game is taughter phase. Aiming for: onboarding for the first run,and relic icons alongside the numbers in the side panels.
Scope. Desktop only. Rotation is bound to right click with no touch equivalent, and the three-panel layout is built for 1280x720 and does not hold below roughly a thousand pixels wide.ot exposed yet. Aiming for: shareable seeded runs.Touch stays out of scope.
Character portraits, background art and interface art were generated with AI tools
| Updated | 12 days ago |
| Published | 14 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | cosmodrome |
| Genre | Strategy |
| AI Disclosure | AI Assisted, Graphics |



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