ShatterFoil (Alpha)
My goal is to create awesome games and save up for a Steam developer account. So I can continue making even more! Much love to those who are considering donating to the project!
Thank you for playing and testing ShatterFoil. ✌️I appreciate your feedback!
ShatterFoil (v1.1)
- a relentless roguelite brick-breaker where every run is a cascade of chaos, power, and escalating destruction. Smash through procedurally generated brick formations, build synergistic decks of Prisms, and fight through an 8-Ante gauntlet of increasingly unhinged bosses — all with one ball, one paddle, and absolutely zero chill.
Inspired by the deck-building depth of games like Balatro, ShatterFoil takes that "just one more run" compulsion and slaps it straight into the arcade. Each run you draft Prisms — game-bending power-ups that stack, synergize, and spiral out of control. Multiply your multiplier. Clone your ball. Magnetize bricks. Detonate entire chunks. Build the most degenerate combo the game will allow, then watch 21 unique bosses try to stop you.
🔷 FEATURES
- 85 Prisms spanning 6 rarity tiers — Common, Uncommon, Rare, Legendary, Cursed, and Godlike
- 21 Mainframe Bosses across 8 Antes, each with unique mechanics that demand you rethink mid-run. Including 4 subroutines bosses.
- 6 Rarity Tiers including Cursed Prisms that break the rules in your favor — for a price
- Quantum Reactor — meta-progression hub where you unlock Prisms, upgrades, and secrets using Stardust (❖)
- 143 Achievements — rewarding mastery, experimentation, and creative destruction
- Multiplayer — head-to-head Last Man Standing with full room customization: Turbo Ball, Chaos Anomalies, Hardcore mode, and more
- In-run Shop — spend brick earnings on Prisms, removals, ball upgrades, and ante-clearing boosts
- Border Anomaly Engine — dynamic border events that shake up the physics and add battlefield chaos mid-run
- Procedural Brick Patterns — every stage is freshly generated, no two runs ever the same
- Persistent Game Saves — pickup where you left off.
- Controller Support - See Below🎮





⌨️ Keyboard & Mouse
| Input | Gameplay Action | Menu & UI Action |
|---|---|---|
| Mouse Move | Moves paddle to horizontal cursor coordinates | Hover over cards to preview Balatro-style floating tooltips |
| Left Click (LMB) | Launch Ball (fires stuck ball) | Click to activate buttons, buy shop cards, select map nodes |
| Right Click (RMB) | Paddle Nudge Shockwave | Context menu is suppressed |
| A / D or Left / Right | Moves paddle left / right with keyboard acceleration | Arrow key navigation in accessible dropdowns |
| Shift (Hold) | Nitro Paddle Boost (increases paddle speed while held) | — |
| Spacebar | Launch Ball (if ball is stuck) or Pause / Resume | Activates focused button |
| C | Paddle Nudge Shockwave | — |
| P or Escape | Pause / Resume gameplay toggle | Closes active dialog / modal |
🎮 Gamepad
| Input | Gameplay Action | Menu & UI Action |
|---|---|---|
| Left Analog Stick | Steers paddle horizontally with smooth acceleration curve & deadzone | 2D Spatial Navigation (moves focus between buttons, cards, and sliders) |
| D-Pad (Buttons 12–15) | Steers paddle horizontally with full directional velocity | Directional Menu Navigation (Up / Down / Left / Right) |
| Triggers (LT / RT) | Nitro Paddle Boost (Analog throttle: accelerates paddle from 1.0x up to 2.0x) | — |
| Button A (South / Cross) | Launch Ball (fires stuck ball at round start or after paddle catch) | Confirm / Select / Click focused element, buy shop cards, claim rewards |
| Button B (East / Circle) | Paddle Nudge Shockwave (pulses nearby balls away from hazards) | Universal Back / Cancel / Dismiss active modal; Unpause / Resume when paused |
| Button X (West / Square) | — | Quick Reroll in Shop |
| Start / Options (Btn 9/8) | Pause / Resume gameplay toggle | — |
| Sliders / Selects | — | D-Pad Left/Right adjusts volume sliders & dropdown options |
| Dual-Rumble Haptics | Tactile Feedback: Distinct vibration pulses for wall/brick hits (25ms), explosions (80ms), nudges (40ms), and ball losses | — |
📱 Touchscreen (Not recommended)
| Input / Gesture | Gameplay Action | Menu & UI Action |
|---|---|---|
| Touch & Drag | Directly positions paddle under your finger horizontally | Standard touch tap on buttons, cards, and catalog items |
| Tap Canvas | Launch Ball (fires stuck ball) | Selects boss nodes on the Node Map (expanded 50px tap radius) |
| Double Tap | Toggle Nitro Boost on / off | — |
| Flick Up Swipe | Paddle Nudge Shockwave (quick upward swipe > 40px) | — |
| ⏸ Touch Pause Button | Pauses / Unpauses the game | — |
| ⚡ Touch Boost Button | Toggles continuous Nitro Paddle Boost (glowing active state) | — |
| 💥 Touch Nudge Button | Instantly activates Paddle Nudge Shockwave | — |
| Mobile Haptics | Uses navigator.vibrate for snappy haptic buzzes on bounces and hits
| — |
| Touch Gesture Lock | Canvas enforces touch-action: none !important to block page zoom, bounce, or pull-to-refresh
| — |
Shatter Foil was independently designed and developed with AI-assisted programming.
| Published | 15 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | dev0042 |
| Genre | Action |
| Tags | Arcade, boss-rush, Breakout, brick-breaker, deckbuilder, Difficult, Physics, Retro, Roguelite, Singleplayer |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |

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