Systems  

Momentum you can influence. Never override.

Pull back, release, and steer with momentum you can influence but never simply cancel. Hit someone dead-on and drain Spin. Clip them at an angle and send them toward the edge.

Launch & steer

Drag back from your top and release to launch — angle and power both matter. Once you're moving, the mouse expresses steering intent; physics decides how quickly your top can honor it. Continuing an arc is easy, tightening it takes control, reversing at full speed takes time you may not have.

Spin is everything

Spin is health, stability and steering quality at once. As it drains you wobble, handle worse, and become easier to finish — so every trade is also a bet on your own future control.

Direct vs. glancing

Direct collisions emphasize Spin damage. Glancing hits emphasize displacement and ring-out pressure. That single distinction is the entire tactical language of the game.

Ring-out recovery

Getting shoved toward the edge isn't instant death. A danger-zone recovery window turns near ring-outs into clutch, fightable moments instead of a coin flip.

Fixed kits, flexible builds

Every Bae keeps a permanent Primary, Secondary and Ultimate — mastery that carries across runs. Body, Waist and Heel components, Accessories, Mutations, Evolutions and Fusions transform how that fixed kit behaves, run to run.

Built to replay

Matches are measured in seconds, runs in minutes. Fast rematches, explainable losses, and mastery that's actually learnable — including of your own mistakes.

Modes

Four ways in

One set of physics rules, loaded four different ways. The Circuit is the long game; everything else is there for when you want the fight without the run.

The main event

Circuit

The roguelike run. Pick a difficulty and a Bae, confirm your fitted Body, Waist and Heel, then branch through encounters — duels, free-for-alls, Accessory drafts, a Mutation, a Bae miniboss, the Reactor, and a Champion at the end. One loss ends the run, on every difficulty. A successful Circuit lands around 20–30 minutes.

Quick Play

Duel

Straight 1v1. Head-to-head against a single opponent, no run attached — the fastest way to learn a matchup or settle an argument.

Quick Play

Free-for-All

Small-group chaos, up to five Baes in the ring at once. Everyone is a threat, nobody is safe on an edge, and the ring-out maths changes completely once there are three of you.

No pressure

Practice

A room to test a build and drill a skill. Try a fitted chassis, learn what a Primary actually does at speed, and get the timing wrong as many times as you like.

Player-versus-player is on the table, not on the calendar. The physics were built for it and we want it — but we would rather ship it properly than early, so treat it as something we are exploring rather than something we have promised.

The Circuit

Runs, not just matches

A run is a committed Circuit — branching route choices remix the same honest physics rules instead of turning into unrelated minigames. First successful clears target roughly 20–30 minutes.

Duel

Standard 1v1

Elite / Rival

Named, harder fight

Shop / Draft

Reveal 3, keep 1

Mutation / Evolution

Transform your kit

Boss / Champion

Run finale

Controls

Nothing to memorize before match one

Drag back, release

Launch your top from wherever you’re standing. Angle and power both carry.

Mouse

Steer — apply force, don't teleport.

L

LMB — Primary

Your fastest-cycling equipped ability.

R

RMB — Secondary

Your utility or defensive equipped ability.

Space — Ultimate

Fires once your meter reaches 50, and defines the character.

PHYSICS FIRST, LORE SECOND

See it in motion.

The fastest way to understand momentum steering, Spin and ring-outs is to fling a Bae at someone yourself.