SMASHER
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In development · Closed playtest open

SIXTY SECONDSNOTHING LEFTSTANDING

An arcade destruction game where the arena is the opponent. Every wall has a stress line, every strike banks velocity you will eventually owe back, and nothing you break comes back.

12

Arenas

06

Frames

60s

Match length

00

Respawns

Join the playtestWatch 60 seconds

Doctrine

WE DIDN'TBUILD LEVELS.WE BUILTBUILDINGS.

Most fighting games hand you a stage. Ours hands you forty tonnes of load-bearing structure with a solver underneath it that knows exactly where it wants to fail. Hit a column at the wrong angle and you brace it. Hit it at the right one and you take the floor out from under both of you.

There is no destruction budget, no scripted set piece, no “this wall breaks here.” The stress propagates, the debris keeps its momentum, and the rubble stays for the rest of the match — which is the whole reason matches only last a minute. After sixty seconds there isn't enough arena left to fight in.

Learn the physics or become part of it.

FOUR SYSTEMS.ONE CONSEQUENCE.

Everything in SMASHER is downstream of the fracture solver. These are the four systems you actually hold in your hands.

01

Every surface has a breaking point

Real Fracture

Arenas are not scenery. Concrete spalls along stress lines, glass shears into shards that keep momentum, and steel folds before it snaps. Damage is persistent for the whole run — the floor you destroyed in round one is the hole you fall through in round three.

HOLDLT
02

Speed is borrowed, never free

Momentum Debt

Every hit you land banks velocity. Every hit you take collects on it. Run the meter hot and your strikes carry through walls; let it invert and the arena starts hitting back harder than the opponent does.

TAPRB
03

Aim the building, not the fist

Directed Collapse

Load a support column, mark a vector, and drop forty tonnes of structure along a line you chose. The best players stop swinging at opponents entirely and start swinging at architecture.

HOLDY
04

One minute, one arena, no reset

The Sixty

Matches are sixty seconds. There is no round two in the same space — the arena you fought in is rubble, and rubble is the next arena. Win by standing on what's left.

Roster · 3 of 6 revealed

FRAMES BUILT TOTAKE A BUILDING.

01

Demolition Frame

ROOK

I don't fight people. I fight load-bearing walls.

Two tonnes of surplus mining exoskeleton with a pilot somewhere inside. Slowest frame in the roster and the only one that can take a collapsing floor as a landing.

Force96
Speed34
Control58
Recovery81
02

Kinetic Duelist

VEGA

Momentum is a loan. I never pay it back.

Built for the debt meter. Vega chains wall-runs into strikes and strikes back into wall-runs, holding a velocity state most frames physically cannot sustain past ten seconds.

Force61
Speed98
Control74
Recovery42
03

Structural Engineer

ATLAS

Show me the column and I'll show you the exit.

The only combatant that can read stress lines mid-match. Atlas plays the arena as the primary opponent and treats the other frame as a variable in the collapse.

Force72
Speed55
Control97
Recovery63

ONE MINUTE.NO CUTS.

Capture
In-engine, no cuts
Frame
SMASHER build 0.9.4
Arena
Yard 12 — Container Stack
Duration
00:60

Yard 12 · Container Stack · 00:60

● RECBuild 0.9.4 — in-engine00:00 / 00:60

Roadmap

WHAT'S BUILT.WHAT'S COMING DOWN.

  1. Phase 01

    Shipped

    Fracture Core

    The destruction solver, stress propagation, and persistent debris. The thing everything else is built on.

  2. Phase 02

    Shipped

    Three Frames

    Rook, Vega and Atlas playable end to end, with the momentum debt meter tuned across all three.

  3. Phase 03

    In progress

    Closed Playtest

    Rolling invites into eight arenas. Netcode under load, collapse determinism across clients, and the first balance pass driven by real matches.

  4. Phase 04

    Next

    Arena Forge

    Player-authored arenas with authored stress geometry, so the community can build the buildings you break.

  5. Phase 05

    Next

    Full Release

    Twelve arenas, six frames, ranked ladder, and a spectator mode that renders the collapse from the debris' point of view.

GET INBEFORE IT FALLS.

Closed playtest waves go out weekly. Keys are limited by arena capacity, not by hype — we only invite as many players as the solver can watch at once.

Platform

No spam. Playtest waves and release dates only.