Asteroid
Cracks into three fragments. Clear the shards or weave through them.
Free on iPhone · No ads · Plays offline
30 LEVELS. 3 BOSSES. ONE ROCKET.
Thread a neon rocket through asteroid fields, minefields, drone swarms, and gravity wells, then dive into the black hole. Every pixel is drawn by WebGPU and every note is synthesized live. The game on the right is the real one, running in your browser.
Your browser has no WebGPU yet, so this is a recording.
Open the page in Chrome, Edge, or Safari 26 to play the real thing.
WEBGPU · STARTING…
How it plays
Drag anywhere to steer. Your rocket fires on its own. You start every level with three lives, and the lives you finish with are your stars.
Cracks into three fragments. Clear the shards or weave through them.
Bolts pass straight through. The only answer is to fly around it.
Sine, zigzag, dive, orbit. From level 6 they shoot back.
Drags your rocket sideways. Steer against it, or let it slingshot you.
Score. Fly through them.
A fresnel bubble that eats one hit for you.
Doubles your fire rate for six seconds.
Every tenth level
Each boss guards the end of a tier. Every phase speeds up its sweep and swaps its attack cycle, and when it dies the wormhole opens behind it.
LV 10An armored gate in violet space. It sweeps the lane, fans bolts, and seeds mines behind them.
LV 20A honeycomb mothership in the teal nebula. It launches drones in formation while it aims at you.
LV 30The last guardian, with three phases. At a quarter health it fires 150-degree walls of bolts.

Then
Beat a boss and the wormhole opens where it died: a black hole with a tilted, spinning accretion disc. Fly in and the level is yours.
30 hand-tuned levels
Each level is one row in a typed table. If any difficulty column ever goes down from one level to the next, the game refuses to load. Level 1 scrolls at 6.0 units a second with 8 hazards per 100 units. Level 30 scrolls at 11.8 with 33, through 5 gravity wells.
Straight off the simulator







Under the hood
WebGPU draws it and Reanimated animates the UI. React Native Audio API synthesizes every sound. AI agents wrote it, then play-tested and profiled it on the iOS Simulator through Argent.
react-native-webgpu gives the game a raw GPU device on iPhone. Four WGSL pipelines draw everything you see:
The demo at the top of this page runs this same renderer on your browser's WebGPU.
JS per frame for the whole game: sim, bot, renderer, audio, and HUD. It held 60 fps in a simulator dev build.
levels beaten by a greedy bot on every check, with each replay bit-identical to the last.
Score pops, lost lives, boss health bars, and every panel animate on the UI thread. The game loop never waits on React. A HUD render happens only when a number on screen actually changes.
React Native Audio API plays tracker songs and effects that are generated at runtime from data. Each tier has its own song, and the bosses have one too. The app ships zero audio files, and its meshes come from a script.
Argent gave AI agents hands on the iOS Simulator. They tapped through menus, steered the rocket, read the React tree, profiled frames, and recorded runs. They also staged every screenshot and video on this page.
The sim is a fixed 60 Hz step with seeded tracks and no rendering or platform code. A greedy bot flies all 30 levels on every check and must match a golden file.
$ npm run verify
step cost 0.0008 ms/step · budget 2 ms
PASS: 30 levels, every level won by greedyBot
replay bit-identicalAgents in Cursor, Claude, GPT, and T3 Code wrote the code, with one human directing them. The whole repo is open, including the .audit/ trail of reports, traces, and captures.
Free on iPhone, with no ads, no account, and no in-app purchases. It plays offline.