▸ The Hunter Foundry presents
GeomStorm
Greed is the score.
A twin-stick arena shooter built for touch. Escalating waves of behaviorally distinct enemies, a multiplier you have to fly out and earn, and every death your own fault. Both thumbs. No mercy.
01 // The core loop
Points come to those
who fly out and take them
Kill
Every kill drops geoms — glowing dots that fade in about four seconds. The storm doesn't slow down while you decide.
Collect
Only collected geoms grow your multiplier. Not kills — collection. Scoring is spatial: the points are over there, in the middle of everything that wants you dead.
Don't die
Death resets the multiplier to ×1. The bigger it gets, the more it hurts to lose — and the harder it pulls you toward one more geom.
Safety or greed — you choose every second.
02 // Know your enemy
Readable. Telegraphed.
Still going to get you.
Every archetype has one behavior, one shape, one color — exactly as they render in-game. You'll learn them fast. Surviving them is different.
Chaser
Flies straight at you. Dies easy. There are always more.
Weaver
Seeks on a sine wave. Punishes lazy aim.
Ambusher
Lies dormant — then dashes to where you're going to be.
Splitter
Tanky. Kill it and three fragments come back for you.
Dodger
Slips sideways around your shots. Rewards real precision.
03 // What's in the storm
Built to be chased,
not finished
No forced ads. Ever.
An ad only ever plays because you asked for it — trade a video for geoms or a continue, or don't. No interstitials, no timers, no "watch this to keep playing." That's a design pillar, not a settings toggle.
A 200-level campaign
Twenty acts of escalating pressure with bosses that keep learning new tricks — plus an endless mode where the wave director never runs out of budget.
One seed, the whole world
Daily and weekly challenges are generated from the date itself — every player on Earth faces the exact same storm. One attempt at the daily. All week to master the weekly.
Leaderboards you can trust
Every run is recorded as a replay, and scores are validated against the simulation itself. The board you're climbing is real.
Seven ships. Three arenas.
Different handling, different guns, unlockable trails — earned with geoms and achievements, not paywalls.
60fps, hundreds of enemies
Neon vector rendering tuned for phones: glowing lines, warping grid, bloom — and a simulation that stays fair at any refresh rate.
04 // In the arena