ABOUT BLOCKSWORM
The Last Line
You're on 1 HP. The boss is on 8% HP. His next strike kills you. A Z-piece falls into the tray. Two seconds of silence — and you see the full cascade three moves ahead. You set the piece. Time slows. The boss dies one tick before its attack lands.
That feeling — the read-and-execute on the brink — is what this whole game is built around.
EMOTIONAL CONTRACT
“A game where you feel like a tactician on the brink — when your brain sees the answer half a second before death, and it works because of the squad you built yourself.”
Not Diablo (omnipotence). Not Genshin (collection). Not Royal Match (zen). You are the one who slips out of the trap. Again and again.
WHY IT'S DIFFERENT
A category of one
THREE PILLARS
What we won't do
No P2W
Every hero is earnable through play. Premium currency buys cosmetics and time skips — never power, never gating.
No FOMO
Limited offers carry 3+ day windows. No 6-hour pressure timers. No auto-renewing micro-traps.
Skill-first
A skilled F2P player outperforms a careless whale. Cascade depth, hero combos, and squad composition decide fights.
BY THE NUMBERS
v1 scope
25
HEROES
5 races · 5 roles
15
BOSSES
3 chapters · 10 archetypes
29
TOWER PACTS
4 tiers + 5 dual-element
∞
TOWER FLOORS
Daily / Weekly / Seasonal
Built solo
Blocksworm is a one-person indie, AI-assisted. The whole game is a single ~16 MB HTML file deployed on GitHub Pages, backend on Firebase. No engine, no framework — just vanilla JS, hand-tuned CSS, and a stubborn commitment to AAA polish.
STACK
- · Game: single-file PWA (HTML + CSS + vanilla JS)
- · Audio: Web Audio API (generative SFX) + HTML5 Audio (12 boss tracks)
- · Backend: Firebase (anonymous auth + Firestore + Hosting)
- · Site: Next.js 15 + Tailwind + Vercel
- · Domain: blocksworm.com (Namecheap)