THE OBJECTIVE
Drop glowing atoms into the chamber. Two equal atoms that touch fuse into the next element, bigger and worth more; quick fusions chain a multiplier. Keep the pile under the danger line. Every fifth level a Meltdown Core sinks into the pile: cool it with fusions before it overflows the chamber.
HOW TO SCORE
- Aim with ← → or A/D, or drag across the chamber; drop with Space, ↓ or the Drop button, or by releasing a drag or tapping. The beam shows where the atom will land, and the next atom is shown top right.
- Two equal atoms that touch fuse into the next element: H, He, Li, Be, B, C, N, O, F, Ne. Each fusion pays that element's value; fusions within eight tenths of a second chain a multiplier up to ×10.
- The pile must stay under the dashed danger line. Anything resting above it starts a three-second overflow count; clear it with a fusion before the count ends or the run is over.
- Each level is a number of fusions. Every fifth level a Meltdown Core sinks into the pile: fusions within reach cool it, and when it is cold it detonates, vaporising every atom around it for points. Fuse two Neon atoms and both vanish for a 5,000 × chain bonus.
CONTROLS
Read the ATOM DROP strategy guide ↗
← → or A/D aim · Space or ↓ drop
Drag to aim, release to drop, or tap where you want the atom to fall.
P / Escape pauses the game. Switching tabs pauses automatically. Rounds start, and resume, after a 3-2-1 countdown.
The daily starting seed resets at 00:00 UTC. Pausing stops the game; End & save on the pause screen banks an endless run. Ranked rounds must finish saving within 2 hours of starting.
← → or A/D aim · Space or ↓ drop