NAVE PRIME
2087. The AI won.
A handful of rebels built the ANFIBIA, a ship made to survive anything: vacuum, ice, pressure, gas, total heat. They use it to run from an attack — and find out what nobody wanted to know: there is no up. The sky is a lid.
Under the south pole there is a duct. It does not go down. It goes across.
Playable in English or Spanish. English by default; press LEFT / RIGHT on the title screen to switch. The whole story is translated, not just the menus.
The Corridor
Clear the first gate and the map opens. Four gates, and you choose the order. Progress is saved, so you can take one sector at a time instead of committing to a single long run. The last gate is sealed by all four weapons at once — you can read what you are missing in the seal itself.
Four sectors, four realities
- SECTOR 01 — Descent to the pole. War machines under four kilometres of ice.
- SECTOR 02 — The other side. No more soldiers: half-plant, half-machine creatures.
- SECTOR 03 — The rift. A plane where geometry itself is failing.
- SECTOR 04 — The origin. Who built the lid, and what it was really for.
Underwater the light bends and caustics crawl over the hull. In open air it tears past you. Each side of the duct has its own physics.
Every boss leaves you its weapon
PULSE, HARPOON, SPORE, PRISM. None of them is strictly better: each one wins in one situation and loses in another. Some seals only open to a specific weapon — bring the wrong one and it just clangs off.
The terrain is not scenery either: there are ceilings, tight corridors and spikes that kill on contact.
Harmonic
Kill without pausing and the aura charges up to ×1.9 damage. It drains on its own in under three seconds. It is not a reward, it is a resource — you decide when to spend it.
Two modes
- JUICY — five lives, more particles, more punch. Rock just pushes you out.
- NORMAL — the classic line of the genre. Rock kills you.
Controls
- Move — arrows or WASD
- Shoot — Z, J or space
- Bomb — X, K or Shift
- Swap weapon — C or Q
- Pause — P · Mute — M · Language — LEFT / RIGHT on the title
Gamepad works too. On a phone, drag anywhere and the ship follows your finger; firing is automatic.
No image or audio files at all: every graphic and every note of music is generated by code. The whole game is 55 KB.
Made with AI assistance. The premise, the story beats and the design direction are mine; the code, the pixel art, the music and the script were written with an LLM. Declared in the AI disclosure section of this page.
En español — Matamarcianos horizontal de 16 bits, jugable en inglés o en español (se cambia con IZQUIERDA / DERECHA en el título). 2087: la IA ganó y el cielo es una tapa. Bajo el polo sur hay un ducto que no baja: cruza. Cuatro sectores en el orden que quieras, un arma nueva por cada jefe derrotado, sellos que solo ceden ante el arma correcta, y un aura de daño que se carga derribando sin pausa.
| Updated | 1 day ago |
| Published | 4 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | Sebastián Hernández |
| Genre | Shooter |
| Tags | Arcade, Pixel Art, Procedural Generation, Retro, Sci-fi, Shoot 'Em Up, Singleplayer |
| Average session | A few minutes |
| Languages | English, Spanish; Castilian |
| Inputs | Keyboard, Gamepad (any), Touchscreen, Smartphone |
| Accessibility | Color-blind friendly |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |




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