Red Blaster
Blast your way through increasing waves of enemies in this fast-paced top-down action-arcade shoot 'em-up while unlocking new levels, weapon upgrades and harder enemy types as you make progress in RED BLASTER!

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Build a wand out of spell cards that modify and combine with each other, then fight down through an endless dungeon. Order is everything: a modifier changes every spell after it. No final floor — the run ends when you do.
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Your wand is a sentence. Order is the grammar.
Spellweave is a pixel-art spell-chaining roguelite. A wand is a list of slots cast left to right, and what a spell does depends entirely on what sits in front of it.
Triggers, swallow the spells that follow and re-cast them at the point of impact.
So, TRIPLE CAST → FORK → GIANT → FIREBALL → CHAIN LIGHTNING → ICE SHARD, fires all three payloads at once, each split into three oversized projectiles. Rearrange two slots and you have built something else entirely.
Forty-plus spells that genuinely combine.
Homing, piercing, ricochet, forking, elemental infusions, lifesteal, critical edges. Flight-path modifiers that make your spells orbit you, fan out in every direction, curve mid-air, or fly out and cut their way back. Summons — melee thralls, spirit archers, hex familiars — that are payloads too, so multicast raises several and FORK adds more.
Five elements you can read at a glance.
Arcane orbs trailing runes. Ragged flame shedding embers. Rotating frost shards. Zigzag lightning. Bubbling toxic blobs that drip. Each has its own silhouette, trail, impact and sound — and an infusion modifier converts everything downstream of it.
Endless, and it means it!
There is no final floor. Enemy health, damage, numbers and elite frequency climb forever; past depth 60 they gain armour, and past depth 100 the horde doubles. Bosses every fifth depth, and every tenth a greater boss in an arena three times the size that drops spells found nowhere else.
You carry three lives. Dying costs one and drops you back at the start of that depth with everything intact. Run out and the run is over.
Hard mode, for when three lives feels generous.
One life. Half the gold. Double the horde from the very first depth. And from depth 100 every enemy carries a shield equal to its own health that you have to break before you can touch it.