live · web

fe

you are Fe₂O₃ — the formula of decay. start as a flake on a backyard bolt; finish at the iron core of a dying planet. five tiers, one chemistry, no end-game prestige loop.

live at voiddo.com/play/fe2o3/

click an adjacent object, watch it corrode, repeat. ~150-300 hours of progression across yard → city → country → continent → planet. browser-playable, no install, single-tap entry.

the honest pitch

we wanted an .io game that didn't insult the player. no battle pass, no spin wheel, no "watch ad to revive". the loop is consume an object, spread to its neighbours, repeat at scale. corrosion is the gameplay; you are the chemistry.

the visual is industrial-stencil over isometric scrap. five color palettes — restrained yard steel, neon city blue, country yellow-haze, continental ocean grey, molten planet red — each with its own post-processing recipe and weather cycle.

between tier wins you pick a perk. it sticks for the whole save. the perks are honest stat bumps (spread+10%, cooldown−15%, +1 starter) — no random-stat pull, no power creep, no inventory.

five tiers

the yard · 8 min

a backyard scrapyard. fasteners, chains, a centerpiece pylon. tutorial tier — predictable weather, fixed bot personas, no events. the only tier where everything is visible at once.

the city · 12 min

seven days to eat a skyline. four-block grid with parking-lot clusters, traffic signals, a corporate tower as the centerpiece. weather cycles in (street blackouts + subway vent bursts as events).

the country · 20 min

ten cities, one capital, coastlines that burn. railway lines connect townships. dust devils and hailstorms. capitol building is the centerpiece — it weighs four times anything else on the map.

the continent · 30 min

plates move slower than rust. ocean fills 68% of the map; landmasses connect via lighthouses + ferries + coastal forts. tide swells force-flood the rust rate up 50%.

the planet · 45 min

fibonacci-disc 100 points, hot molten core. solar flares, mantle eruptions. the core itself is the centerpiece — twice the mass of any continental capital. terminal tier.

sandbox · any tier

no bots, no timer, no win condition. screenshot mode. press Q to exit. picks aren't recorded to your lifetime stats.

what's in the box

five tiers · 5 maps

each with its own scene generator, palette, post-processing recipe, weather cycle, mid-round events, and centerpiece win condition.

combo system

chain consumes within 1.5s for bonus mass up to 2.5×. heat tiers at chain 5/10/20 — each pushes the HUD widget hotter.

perk shop

between tier wins, three perks rolled from an 8-card pool. some stack, some are unique. resets on save-wipe.

daily challenge

every player gets the same yard-tier seed each utc day. shareable seeds for any round; URL-deep-linked.

cinematic bridges

between-tier transitions: the yard pylon corrodes, the city bus is consumed, the country railroad burns out — camera swoops along catmull-rom splines.

4 abilities

acid rain, iron allergen, galvanic surge, hydrate. unlocked at mass milestones. each has its own particle vfx.

roadmap

live

five tiers playable

yard through planet. solo only (4 bots). all weather, events, perks, achievements live. ~160 KB compressed bundle.

next

websocket multiplayer

2-4 player rooms on yard. shared seed, real-time consume sync. lobby on title screen.

next

portal distribution

crazygames, poki, gamedistribution, gamemonetize, y8, itch, newgrounds — separate adapters per portal SDK.

later

mobile-first redesign

touch controls already in (tap, pinch, long-press). next: rebuild HUD around thumb-zone abilities + portrait support.

later

seasonal cosmetic colors

palette skins for the player's patch — the only cosmetic thing we'll sell, $1.99 one-time. no battle pass.