ONE SPARK · MANY SHAPES

SPARKTHE SUBSTRATE

Pick how you enter.

Your weapon fires automatically.

More warning lines and projectiles. Memory fragments are drawn from farther away.

Choose an input profile, then confirm a mode.

Echo Lives
A golden spark links Human, Computer, Animal, Tree and Rock vessels beneath the Demiurge.
ONE SPARK · MANY SHAPES

Borrow another body.

WHAT THE SPARK CARRIES

Equipment & forge

THE ENDLESS CURRENT

The next five steps.

WHAT THIS BODY REMEMBERS

Six vessels. Eighteen paths.

Clear chambers to earn mastery in the vessel you fought with most. Each chamber grants 10 mastery; guardians grant 30. Every 20 mastery earns a point, up to five per vessel. Spend points between lives. One specialty per vessel; rebuilding is free.

MAKE THE CURRENT YOURS

Sound & controls

Keyboard

Choose an action, then press its new key. Arrows and 1–6 remain available.

Controller

Connect a standard controller, then press a button.

Left stick / D-pad move · A dash / confirm · X power · B gate / revive / back · Y vessels · LB map · Start pause. In menus, D-pad selects and A confirms.

Touch players: use the on-screen stick, POWER, DASH, MORPH, and GATE. Rotate your phone to landscape for a wider arena. These controls stay available during play.

A LIFE REMEMBERED

Your last life

A CURRENT WE SHARE

Daily descent

Everyone starts as Spark with starter equipment and no permanent skills or upgrades. The seed controls enemy placement and gift rolls; movement and choices still shape the run. Daily results are recorded separately and grant no campaign rewards.

The seed changes at 00:00 UTC. Compare saved run cards with friends; there is no online leaderboard.

FOUND MEMORIES · SHARED BY EVERY MODE

The spark remembers.

A FIELD GUIDE

Move. Survive.
Remember the way through.

Move. Dash. Your weapon fights. Go north.

More of this guide opens as gifts, deaths, keys, resonance, and seals enter your story.

Endless dungeon
No last floor: every step raises enemy strength, every fifth floor brings a guardian. Fleet echoes, crowded swarms, violet fault circles and withering recovery change your approach. All six vessels and their powers are available from the start. Gifts wait at cleared-floor checkpoints; your dungeon save and best-floor record are separate from campaign rewards.
The descent
You are a spark inside a body. Six created worlds lead to a seventh realm: the Uncreated. 126 connected chambers · eighteen in every world hold keys, equipment, guardian seals, and a final battle with the Demiurge. Auto-fire is the default. Manual holds J, left click, RT, or FIRE; Surge is a vault unlock. Your job is to move, collect memory fragments, and dash through danger.
Vessel resonance
Tree, Computer, and Rock vessels open different doors. Your health percentage, equipment, and gifts carry across a morph.
Move & dash
Move. Dash.
Skill trees & specialties
After your first life, open Skill trees. Each vessel has three connected paths and one chosen specialty. Mastery is banked when a life ends; rebuilding is free between lives. Co-op uses the host’s learned trees for the shared build, and each spark banks its own vessel practice.
Your vessel power
Use POWER. Spark pulses light and breaks nearby bolts. Human rallies and guards. Computer overclocks its weapon. Animal pounces. Tree holds enemies in roots. Rock guards and sends a fault wave. Powers have cooldowns that carry across morphing.
Choose a gift
Blue fragments level you up. Time stops while you choose one of three powers. Choose a gift card. Stack weapon damage, attack speed, orbiting sparks, recovery, and movement.
Keys
Explore east from the Unbound Conduit. Clear Nacre’s Reliquary and walk onto its glowing Ivory Key. The key opens the Mirror Nursery, which teaches vessel resonance. The Tide Key is in Drowned Observatory; the Crown Key is in Obsidian Belfry. Both open the Crown Vault. Keys stay on your keyring.
Find a gate
Clear a chamber and make its karma choice. Choose a story card, then use the gate. Crystal, root, and basalt seals need their matching abilities.
Remember across lives
Abilities earned by clearing chambers become permanent after the run ends. Open Equipment & forge between lives. Carry a weapon, armor, relic, and ward. Matching weapons and armor grant set bonuses. Equip discoveries at safe checkpoints or defeated guardians; enhance items to +3 and buy lasting memories between lives. Starter equipment is free; the first memory costs 4 essence. Karma changes the three bodies offered next.
Reach the Eye
The Machine Sepulcher grants Prism Phase. The Root Cathedral grants Root Passage. Basalt Reach grants Fault Breaker. The Archon Foundry grants the Eye Sigil. Defeat the Warden to earn the first guardian seal and enter Tideglass Expanse. Its Pearl Key, then the forest’s Seed, clockwork’s Ember, night’s Dusk, and lunar Orbit keys open later guardians. All six seals open the seventh realm. The map’s world tabs let you inspect each world and travel from checkpoints. Keys and seals survive reincarnation.
Roads between worlds
Nacre’s Reliquary holds a feather that opens the Door Behind Sleep in Prism Night. Walk onto glowing diamond relics after clearing their rooms. Dotted rooms on the map mark clues before you arrive; the Story journal keeps their destinations. Their descriptions name the world and path they open. Return through the map from a checkpoint. A question mark marks a strange discovery; use the hinted vessel and investigate it with your gate button. Guardians are protected by a local ward chamber as well as a key. The map names that chamber. Keys, relics, and discoveries are remembered between lives.
Guardian rematches
Choose Guardian rematches from the start screen after meeting a boss. Each world has a fixed practice level and starter build with native vessel weapons. Permanent upgrades stay in your campaign. Return to your journey whenever you want; its choices, build, and rewards are kept.
Endings & daily descent
After the Warden, finish a shorter descent or continue into the other worlds. Both the Eye and Demiurge endings reflect your karma. The daily challenge gives everyone the same starting Spark and seed, with a separate result card.
New save
New save starts a fresh spark and keeps the previous save for restoration. Open New save again to restore it. Leave co-op before changing saves.

The original 108-choice life simulator is preserved in Echo Lives. Its first saved karma seeds your action journey. This is a fictional cosmology.

GUARDIAN ECHOES

Face the echo again.

SEVEN WORLDS · 126 ROOMS

The world has seams.

The First Stratum

Highlighted: your chamber✓ ClearedDiamond · route relicDotted room · discovery clue? · strange discovery Key door Vessel gate

A FRESH CURRENT

Begin a new spark?

Start again with the first-time introduction, no keys, and starter equipment. Your current progress is kept as the previous spark, so you can restore it here later.

RETURN TO THE CURRENT

Let this body go?

End this run and reincarnate. Your earned essence, keys, guardian seals, equipment, and discovered abilities will be remembered.

WITNESSES OF THE SEVEN REALMS

What the lattice forgot.

TWO SPARKS · ONE CURRENT

Online co-op

Choose your body and create a room, then share its eight-character code. Your friend chooses Join room and enters that code. Both players fight the same swarm. The host’s equipment bonuses apply to both bodies. The guest can vote on gifts and story cards; the host confirms the shared choice. The timer waits for both players. Both sparks must reach the same gate; hold E inside the glowing rescue circle for 1.8 seconds to revive. A fallen spark has 30 seconds once both players receive it. Both-down or an expired rescue ends the shared life. Combat gates stay sealed until the swarm is cleared.

Hosts choose a form from their current karma offers. Joining players may choose any of the six bodies.

Your partner also needs access to this game. Room codes pair players; they do not change the game’s sharing settings. Rooms last up to two hours. Reload this tab to reconnect.

Revive playtest · quiet chambers

A controlled fall uses this co-op life. The host can test either spark in The Threshold or a quiet cleared chamber. Hold the gate button inside the glowing circle to rescue. If the timer expires, this shared life ends.