Everything in the vault is decaying. That is what pays you.

You run a containment vault. Every gram you hold is an unstable isotope with a real half-life: it is leaving while you watch, it pays you because it is leaving, and when it goes it transmutes into a daughter that pays differently and runs hotter. You never own a resource. You own a position in a decay chain.

Three systems, and they fight each other

  • DECAY — 43 isotopes across 5 chains. Every charge becomes something else under you, on its own schedule.
  • CONTAINMENT — shielding gates which isotopes you may hold at all; cooling bills you credits every second you hold them. Safety is a running expense.
  • ADJACENCY — inert ballast earns nothing and absorbs heat only from orthogonal neighbours, so the right move is often to spend a whole cell on zero income.

What that feels like

  • The vault is a placement puzzle where the profitable layout and the survivable layout are rarely the same one.
  • A breach is not instant death. It is a crisis with a timer you can still trade against.
  • A meltdown keeps your research tier, unlocked cells, shielding and cooling. It clears material and contamination only — it is never a full restart.
  • Autosaves every three seconds and on every purchase. Close the tab; the vault is still there.

How it is built

  • No PNG holds a picture of an isotope. A cell’s glow, its emission particles, its spectrometer trace and its codex entry are all computed from the same numbers the economy runs on — 43 isotopes, 121 generated emission spectra.
  • Seven hand-authored seamless material plates: vault plating, riveted housing, hazard chevrons, louvres, corrosion, cast lead, sensor scan. Which plate a cell wears is a readout — cast lead when shielded, hazard scorching through when it runs hot.
  • An original score, Slow Chain: a pedal that never cadences under a line that restarts a third lower each pass. An audible decay chain.
  • A geiger click rate driven by the vault’s real aggregate decay rate. The sound is a readout, not a loop.
  • No CDN, no webfont, no analytics, no ads, no timers, no purchases. It runs with the network off.

Controls: mouse only. Click a cell to select it, click a market row to load it. HELP is on the title screen and in the vault.


Made by Core Systems Asset Factory. We also build engine tools and asset packs for developers — see the full catalogue.

More free browser games from CSAF

Every one of these plays in one click. No install, no account, and they all save as you go.

  • PRISMHORN — You never cast a spell. You cast a rainbow.
  • OTTERBOUND — Six otters, one raft, and a river that never ends the same way twice.
  • CHARGE BARGE — Drive a storm-powered ironclad up an insane hostile coastline.
  • RUSTBLOOM — You never find the key. You forge it.
  • THE LAST FLOCK — Your army is a crowd you shape with movement alone — and it dies.
  • BANNERET: SUCCESSION — You never move a knight. You plant a banner.
  • STARCHART — Every voyage you fly is inscribed forever. The route you took IS the constellation.

We also make the parts

Core Systems Asset Factory builds pixel-art packs and engine tooling for developers. If you build games as well as play them, these are ours:

Plus plugins and editor tools for RPG Maker MZ, GameMaker, Unity and Unreal — the full catalogue is here.

Updated 8 hours ago
Published 1 day ago
StatusReleased
PlatformsHTML5
Rating
Rated 2.0 out of 5 stars
(3 total ratings)
AuthorCSAF — Core Systems Asset Factory
GenreSimulation
TagsAtmospheric, Economy, html5, Idle, Incremental, Management, resource-management, Sci-fi, Singleplayer, upgrades
AI DisclosureAI Assisted, Code, Graphics, Text

Development log

Comments

Log in with itch.io to leave a comment.

Fullscreen doesn't resize anything for me which makes it unpleasantly small. Wasn't keen to even give it a chance as a result. 

You were right, and it was a one-line stylesheet bug rather than anything clever. The canvas was pinned at a literal 960×600, so pressing fullscreen expanded the frame around it and left the game marooned in the middle of a black field — on a 1440p screen it was filling about 16% of the display. That is a miserable first impression and I am not surprised you bailed.

Fixed and live now in v1.0.2 — it scales to fill whatever you give it, at the correct aspect ratio, fullscreen or windowed, and it fills a phone screen properly too now.

If you felt like giving it another look I would be glad. Either way, thank you for saying something instead of just closing the tab — that is the only reason it got found.

also theres a bug where if you start a vault and then click the help button, some UI elements will overlap the text and you can't read everything.

to start the game I softlocked myself, twice then when i finally figured out you need to start by getting an isotope or smth inside the device so you don't run out of money, i couldn't do anything for two minutes while i started to make money. When i could i was scared to buy anything because it may mean i get softlocked again in the future. There should be some way to un softlock yourslef besides just restarting. on a better note, the art for this game is apsolutely phenominal, and it is fun, just very slow expecially to start.

Thank you — this is genuinely the most useful feedback this game has had, and all of it is fixed and live now in v1.0.2 (a refresh will pick it up).

The softlock was real, and you found a proper hole. If nothing in the vault is decaying, income is exactly zero forever — and because contamination falls to zero with nothing hot, the meltdown that would normally hand you a restart stake can never fire. So the one recovery the game had could not trigger in the one state that needed it. There is now a regulator stake that pays out automatically whenever the vault is provably stuck, and it announces itself in the log. You cannot be stranded any more, so please do buy things.

The help overlay bug was worse than it looked. The controls underneath were not merely drawn over the text — they were still clickable through it, so reading the help could silently eject a cell or spend your credits on shielding. That is very plausibly how you softlocked in the first place. One fix covered both.

On the pace: you were right, and it was dead time rather than difficulty. You now open on 210 credits instead of 120, which is enough to charge both cells and still make a real second decision straight away instead of watching a number climb. The how-it-works panel also now opens with "CLICK A CELL, then buy a charge for it" as its literal first line — you should not have had to reverse-engineer that.

And thank you for the note about the art. That one landed.